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Dragon #181

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100% found this document useful (2 votes)
688 views124 pages

Dragon #181

Uploaded by

James Patterson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Special Attractions: Highlights key features of gaming sorcery, strategies, and adventures.
  • Reviews: Various game and book reviews providing critiques and insights.
  • Other Features: Includes a variety of articles, stories, and fictional accounts enhancing gaming experience.
  • Departments: Covers letters from readers, Dungeon Master advice, and updates on gaming scenarios.

Issue #181

SPECIAL ATTRACTIONS
The Secrets of Gaming Sorcery
Vol. XVI, No. 12
May 1992 9 Make the most of your magecraft.

Publisher
James M. Ward
10 Sorcery & Strategy — Thomas M. Kane
When it comes to warfare, don’t get caught with your cloak of
protection down.

14
Editor Pages from the Mages — Ed Greenwood
Roger E. Moore Why you don’t want to be hit by a blackstaff spell, and more.

Associate editor
Dale A. Donovan
22 That's Certainly Un-Familiar! — Len Carpenter
Turn your black cat familiar into more than a liability.

Fiction editor REVIEWS


Barbara G. Young

57
The Role of Computers — Hartley, Kirk, and Patricia Lesser
Editorial assistant Trapped in your favorite computer game? The clues you need might
Wolfgang H. Baur well be here.

Art director
Larry W. Smith
72 Role-playing Reviews — Rick Swan
Blood, axes, and plunder — three views of Vikings.

Production staff
Gaye O’Keefe Angelika Lokotz
82 The Role of Books — John C. Bunnell
Doc Savage, Tom Swift, and Dracula make their literary returns.

Tracey Zamagne Mary Roath


112 Through the Looking Glass — Robert Bigelow
A mother dragon and her babies — and the knight they invited to
dinner.
Subscriptions
Janet L. Winters

U.S. advertising
OTHER FEATURES

30
Roseann Schnering Bazaar of the Bizarre — Chris Hind
Two mystical new items from the Orient: dragon bones and a sword
U.K. correspondent of storms.
and U.K. advertising
Bronwen Livermore
41 The Voyage of the Princess Ark — Bruce A. Heard
A point of honor leads to the wildest of chariot races.

52 More Magic for Beginners — Gregory W. Detwiler


You need magical items that won’t unbalance your campaign? Look no
further!

66 Homebody Heroes — Len Carpenter


If you don’t go adventuring, what good are you?

87 The Game Wizards — David “Zeb” Cook


A game designer reveals all (a little late, perhaps).

90 A Very Special Agent — Tony Lee


A TOP SECRETS/S.I.™ game agent needs every advantage he can get.

95
The MARVEL®-Phile — Steven E. Schend
News you can use from the MARVEL UNIVERSE™.

DEPARTMENTS
5 Letters 64 TSR Previews 102 Dragonmirth
6 Editorial 78 Forum 104 Twilight Empire
35 Convention Calendar 99 Sage Advice 108 Gamers Guide

COVER
If you like hunting for odd little things in cover paintings, Robin Wood’s cover is a
gem. False teeth for a skull, a gumball machine, a phone book, and Robin Wood’s
name are all woven into the picture, as are Robin’s husband Michael, son Tony, and
cat Bridie. The picture’s name: “Never Set the Cat on Fire.”

4 MAY 1992
DRAGON@ Magazine (ISSN 0279-6848) IS published monthly
by TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), Lake
Geneva WI 53147, United States of America. The postal
address for all materials from the United States of America and
Canada except subscription orders is DRAGON® Magazine,
P.O. Box 111, (201 Sheridan Springs Road), Lake Geneva WI
53147, U.S.A., telephone (414) 248-3625, fax (414) 248-0389
The postal address for all materials from Europe is DRAGON
Magazine, TSR Ltd., 120 Church End, Cherry Hinton, Cam-
bridge CB1 3LB, United Kingdom, telephone. (0223) 212517
(U.K.), 44-223-212517 (international), telex 818761, fax (0223)
248066 (U.K.), 44-223-248066 (international).
What did you think of this issue? Do you have spell. By reducing the frequency to 5%, roughly Distribution: DRAGON Magazine IS available from game
a question about an article or have an idea for a every twentieth spell rolled will be rare, which and hobby shops throughout the United States, Canada, the
United Kingdom, and through a limited number of other
new feature you’d like to see? In the United means you’ll have to sift through seven or more overseas outlets Distribution to the book trade in the United
States and Canada, write to: Letters, DRAGON® wizards to find just one with a rare third-level States IS by Random House, Inc., and in Canada by Random
Magazine, P.O. Box 111, Lake Geneva WI 53147, spell. In all the DARK SUN adventures written House of Canada. Ltd. Distribution to the book trade in the
United Kingdom IS by TSR Ltd. Send orders to: Random
U.S.A. In Europe, write to: Letters, DRAGON to date, there aren’t seven mid- to high-level House, Inc., Order Entry Department, Westminster MD 21157,
Magazine, TSR Ltd., 120 Church End, Cherry wizards to encounter. U.S.A.; telephone: (800) 733-3000 Newsstand distribution
Hinton, Cambridge CB1 3LB, United Kingdom. A great deal of thought went into this list and throughout the United Kingdom IS by Comag Magazine
Marketing, Tavistock Road, West Drayton, Middlesex UB7 7QE,
into the Random Spell Lists in the FORGOTTEN United Kingdom, telephone. 0895-444055
REALMS Adventures hardbound on which it Subscriptions: Subscription rates via second-class mail are
was based, and into the Monstrous Compendi- as follows: $30 in U.S. funds for 12 issues sent to an address in

Errata-NOT! um frequency system on which that was based.


The numbers get very tricky, but I’ll stand by
the US. or Canada: £21 for 12 issues sent to an address within
the United Kingdom; £30 for 12 issues sent to an address in
Europe; $50 in U.S. funds for 12 issues sent by surface mail to
the original Spell Frequency Table as written; any other address, or $90 in U.S. funds for 12 issues sent air
After we ran the letter on “DARK SUN™ mail to any other address. Payment in full must accompany all
errata” in DRAGON issue #178, we received a use it if you ever want to run into wizards with payment include checks or money orders made payable to
letter from Timothy B. Brown, a games editor rare spells. TSR, Inc., or charges to valid MasterCard or VISA credit cards;
Timothy B. Brown send subscription orders with payments to: TSR, Inc., P.O. Box
here at TSR, Inc. and the coordinator of the 5695, Boston MA 02206, U.S.A. In the United Kingdom,
DARK SUN setting materials we produce. We TSR, Inc. methods of payment include cheques or money orders made
present his letter below: payable to TSR Ltd., or charges to a valid ACCESS or VISA
credit card; send subscription orders with payments to TSR
Ltd., as per that address above. Prices are subject to change
Dear Dragon,
After reading the letter in DRAGON issue Praise fiction! without prior notice. The issue of expiration of each subscrip-
tion is printed on the mailing label of each subscriber’s copy of
the magazine. Changes of address for the delivery of subscrip-
#178 regarding the frequency of rare spells in tion copies must be received at least six weeks prior to the
my article, “Random Magic for Organized Dear Dragon, effective date of the change in order to assure uninterrupted
Minds,” in issue #173, I feel I must respond. Why is it that there are no letters praising the delivery
Back issues: A limited quantity of back issues IS available
Hold on, there! Let’s look again before we magnificent short stories in each issue and their from either the TSR Mail Order Hobby Shop (P.O. Box 756,
drop the frequency of rare spells to 5%. The authors? In my opinion, the stories deserve as Lake Geneva WI 53147, U.S.A.) or from TSR Ltd. For a free
writer’s calculations are accurate, but his con- many compliments as the informational articles, copy of the current catalog that lists available back issues,
if not more! I hope there is no intention of doing write to either of the above addresses
clusions are flawed. In fact, he touched upon Submissions: All material published in DRAGON Magazine
the flaw in his letter, stating correctly that “each away with the stories to make room for more of becomes the exclusive property of the publisher, unless special
individual spell in the “Rare” list is much more the glory-hogging information articles. arrangements to the contrary are made prior to publication.
DRAGON Magazine welcomes unsolicited submissions of
common than any single “Uncommon” spell.” I hope that if this letter sees print, there will written material and artwork: however, no responsibility for
The key word is individual; as in the letter’s be a change. Readers should give some credit to such submissions can be assumed by the publisher in any
example, a wizard is slightly more likely to this magazine’s short-story authors. They are event. Any submission accompanied by a self-addressed,
stamped envelope of sufficient size will be returned if it cannot
know water breathing (a rare spell) than he is to one of the reasons I subscribe! be published. We strongly recommend that prospective authors
know blink (an uncommon spell), but he will Mathew W. Hurd write for our writers’ guidelines before sending an article to us.
know more uncommon spells than rare spells. Utica NY In the United States and Canada, send a self-addressed,
stamped envelope (9½" long preferred) to: Writers’ Guidelines,
Take, for example, a wizard with 100 third-level c/o DRAGON Magazine, as per the above address; include
spells (a butch wizard indeed!). Statistically he Credit also goes to fiction editor Barbara G. sufficient American postage or International Reply Coupons
should have 75 from the common list, 15 from Young and editorial assistant (slush-pile reader) with the return envelope In Europe, write to: Writers’ Guide-
Wolfgang H. Baur, who select and edit the lines, c/o DRAGON Magazine, TSR Ltd; Include sufficient
uncommon, and 10 from the rare spells list return postage or IRCs with your SASE.
The frequency table given with the article is fiction you see in our magazine. Advertising: For information on placing advertisements in
identical to that given for the Random Spell Lists DRAGON Magazine, ask for our rate card. All ads are subject
to approval by TSR, Inc. TSR reserves the right to reject any ad
in the FORGOTTEN REALMS® Adventures for any reason In the United States and Canada, contact
hardbound. If we apply the “DARK SUN errata”
letter’s logic there, we find that the percentage DM’s dilemma: Advertising Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan
Springs Road, Lake Geneva WI 53147, U.S.A. In Europe,
contact: Advertising Coordinators, TSR Ltd.
chances per individual spells given there are
roughly identical for uncommon and rare spells, A solution? Advertisers and/or agencies of advertisers agree to hold
TSR, Inc. harmless from and against any loss or expense from
any alleged wrongdoing that may arise out of the publication of
and in some cases greater for individual rare
Dear Dragon, such advertisements TSR, Inc. has the right to reject or cancel
spells than for individual uncommon spells. An any advertising contract for which the advertiser and/or agency
oversight? No. Here, too, a wizard has more I am writing concerning the letter in issue of advertiser falls to comply with the business ethics set forth in
chance of having an uncommon spell than a #177 (“DM’s dilemma: Fee or free?”). I have a such contract
DRAGON is a registered trademark of TSR, Inc. Registration
rare spell; only the exact nature of the spell is suggestion for the author of that letter. Why not applied for in the United Kingdom. All rights to the contents of
subject to the seemingly inaccurate percentages submit it DUNGEON® Adventures for publica- this publication are reserved, and nothing may be reproduced
that are cited. tion? The price DUNGEON Adventures pays for from it in whole or in part without first obtaining permission in
writing from the publisher Material published in DRAGON@
Further, note the ramifications of reducing the a single module should be more than enough to Magazine does not necessarily reflect the opinions of TSR, Inc.
rare percentage chance to 5%. By reducing the pay for the expenses that may occur during the Therefore, TSR will not be held accountable for opinions or
creating and playing of the adventure. The mis-information contained in such material.
percentage chance by half, rare spells become ® designates registered trademarks owned by TSR,
virtually nonexistent, which was not my original module being submitted to DUNGEON Adven- Inc. ™ designates trademarks owned by TSR, Inc. Most
intent at all. There are no butch wizards with tures would have been playtested by your other product names are trademarks owned by the
100 third-level spells. In fact, most of the wiz- AD&D game group, making it that much better. companies publishing those products Use of the name of
any product without mention of trademark status should
ards encountered in a game will have three or If enough DMs submitted good-quality adven- not be construed as a challenge to such status.
fewer, but we’ll go with three for mid- to high- tures that were originally created for private © 1992 TSR, Inc. All Rights Reserved.
level wizards (up to 12th) as an average. With a groups but were modified for the magazine, Second-class postage paid at Lake Geneva, Wis.,
U.S.A., and additional mailing offices. Postmaster: Send
10% chance for rare spells, roughly every tenth there might be enough modules for DUNGEON address changes to DRAGON Magazine, TSR, Inc., P.O.
spell rolled will be rare; for every three wizards Adventures to become a monthly. Box 111, Lake Geneva WI 53147, U.S.A. USPS 318-790,
encountered, one of them will have one rare ISSN 0279-6848.
Continued on page 100

DRAGON 5
the One Ring.
Further details on these characters
appear in Robert Foster’s book. The entry
on Gandalf is especially enlightening, as it
provides enormous detail on exactly what
Gandalf was up to all those times in the
epic when he disappeared. You come away
impressed with the awesome power of
intelligent covert action, and with the
strange way in which a single adventure
can influence the future of an entire
world (the journey to Lonely Mountain,
for example, also spawned the finding of
the One Ring in Gollum’s cave by Bilbo
Baggins).
Very well, then, but what does all this
have to do with fantasy role-playing
games?
Most adventures in any fantasy cam-
Those who pull the strings paign take place in a chaotic and unim-
portant political environment. This king or
that mayor want the adventurers to kill
Like many other fantasy role-players, gins’s home. this dragon or that orc tribe, and rarely
my enthusiasm for the hobby was primed Kocher’s chapter on Sauron, the major does any one quest have anything to do
by reading J. R. R. Tolkien’s The Hobbit evil being in the epic, caught my attention. with the quest that follows it. Granted, not
and The Lord of the Rings. The breadth For the first time, I saw how the plots and all adventures need be so interwoven that
and life of this epic tale impressed me as plans of Sauron so greatly affected the a hero can get no relaxation from them
no other fantasy writing ever has. To this events in the tale, and how even the small- with a mindless or amusing side trek. But
day, I still recall the excitement I felt as I est actions of the smallest beings were a sense of greater purpose and depth-of
turned the pages and read of the adven- related to (and had an impact on) his destiny, if you will-is missing. The grand
tures of hobbits, dwarves, elves, and men. behind-the-scenes machinations. Indeed, conflict between two opposing forces
It wasn’t for years after that, however, as a TSR co-worker has pointed out, The makes The Lord of the Rings what it is,
that I appreciated the greater depth of Lord of the Rings is named for Sauron, and a similar theme can be found in the
Tolkien’s masterpiece. About 1977, I pur- who never personally appears in the epic, best of role-playing epics, such as TSR’s
chased a paperback book by Paul H. Ko- but he is indeed the center around which DRAGONLANCE® saga and some of the
cher, entitled Master of Middle-earth: The the tale’s events revolve. world-spanning CALL OF CTHULHU*
Fiction of J. R. R. Tolkien. Later, I found A Opposing or assisting Sauron are others adventures from Chaosium, Inc. Examine
Guide to Middle-earth, by Robert Foster, who work undercover. There are the each game saga and you will find prime
which gave encyclopedic entries on all the wizards, the greatest among them being movers at the back of them all, people and
characters and places in the saga. These Gandalf and Saruman, each of whom has creatures whose schemes guide the fate of
two books, as the saying goes, opened my carefully built up networks of allies and the known world. The AD&D® campaign
eyes, and rereading them also changed my agents across Middle-earth to further their adventures GDQ1-7 Queen of the Spiders
perception of how to structure role- ends toward good and evil, respectively. and A1-4 Scourge of the Slavelords echo
playing campaigns. There is Aragorn, who has risked much of this concept, with Lolth and the Inner
In his careful analysis of the world of his adult life in tireless secret battles Council, respectively, guiding events until
Bilbo and Frodo Baggins, Kocher reveals against Sauron’s minions when he is not the heroes enter the picture.
the background events that gave birth to spying upon the same. And there is Applying this to a role-playing game is
the more immediate adventures of the Elrond, who calls together the Council that not as difficult as you might think. A game
Fellowship of the Ring. The ancient war determines the fate of all the free peoples master can have an extremely enjoyable
between the elves and the evil Morgoth of Middle-earth. Their roles are not at evening or two making up such prime
over the Silmarilli, the forging of the once obvious to the hobbits who find movers and how their conflicting goals
Three Rings of Power and the taking of themselves mired in a most dangerous drive the game campaign forward from
the One Ring by Sauron, the plotting of adventure, though the nature of the quest one thrilling adventure to the next. Many
the Valar and the wizards, the treachery itself is set by the deeds of the mighty. The sorts of adventures can be tied into this
of Saruman, the growing power of human- outcome of the adventure, however, de- plot line, and the players will slowly come
ity, and the passing of the nonhuman races pends entirely upon the hobbits’ ability to to see the forces that bind their heroes’
into exile or extinction all influenced the resist evil and take the necessary actions world together—or threaten to tear it
adventure that sweeps into Frodo Bag- to bring about Sauron’s fall by destroying apart.

6 MAY 1992
As an example of a campaign-level, cently discovered references to spelljam- who can properly study them (but won’t
adventure-driving string-puller, let’s create ming magic, and he has realized that the discuss their significance with just any
a very unlikely hero for an AD&D game: local hobgoblins might very well be sup- adventurers who ask). In time, the PCs will
Ozwaldo D. Eminaddi. His game statistics ported by spacegoing orcs—in reality the be hired by a powerful wizard to defend
aren’t really very important, but for the scro, who are involved in the second Un- Ozwaldo if his secret is finally revealed.
sake of completeness, here they are: AL human War against the elven Imperial They might even meet Ozwaldo by acci-
LG; AC 10; MV 6; middle-aged zero-level Fleet, as detailed in the modules SJS1 dent and never know him for who he
halfling; hp 2; THAC0 20; #AT 1; Dmg nil Goblins’ Return and SJQ1 Heart of the really is!
(unarmed); I 19, W 19, other statistics Enemy. He further (correctly) suspects In any event, the PCs will not learn of
unremarkable; ML 17; no spells or psi- that the space orcs are using his world as Ozwaldo’s effect on their lives and deeds
onics. Obviously, except for his mental a spelljamming base, and that if the local for many adventures to come. Slowly,
characteristics, Oz isn’t impressive at all. I hobgoblins gain even one spelljammer, however, they can assemble bits and piec-
picture him as looking very much like the they could cause enormous trouble. es of information to realize that someone
Hildebrandt brothers’ painting of the Acting on his deductions, Ozwaldo has is behind this seemingly unrelated series
elderly Bilbo Baggins, which appears on been subtly urging that more action be of adventuring raids, someone who is
the cover of the paperback edition of taken against the hobgoblins. His carefully manipulating events toward some larger
Kocher’s Master of Middle-earth (it was worded letters to local political leaders goal that the heroes cannot now know. In
originally from the 1976 J. R. R. Tolkien make off-handed references to rumors of time, the PCs might even meet Ozwaldo
calendar from Ballantine Books). Ozwaldo, monsters and treasures that he believes himself at a council that he calls, to be
as he will be developed here, is going to be are in the mountains (if he feels simple launched into a brief SPELLJAMMER™
the most important prime mover in our greed will do the trick). He is almost al- campaign, battling hordes of scro aboard
hypothetical game campaign, if not one of ways rewarded with news later that hero- their giant derelict waystation elsewhere
the most important in his whole world. ic adventurers acting under the orders of in their crystal sphere.
An unarmed zero-level halfling? You bet. Lord So-and-so have won a mighty victory Surely there are others who, like
Oz, as he is known to his few close ac- against the hobgoblins of such-and-such a Ozwaldo, work best out of sight. Aside
quaintances, lives by himself in a small place. Desiring no reward of any kind from his spies and sorcerous allies, we
burrow-cottage in a peaceful halfling from his deeds, Ozwaldo has continued to can’t forget about the leader of the scro, a
village near a mountain range. An only pass along information to those he believes powerful war priest who has terrible
child who lived with his mother until she will accomplish the higher purpose of plans for this world but who is finding
died recently, Ozwaldo is a bookish intro- saving his world from an invasion from many of his schemes being thwarted by an
vert who is polite but cool and reserved. wildspace—which no one, not even most unknown agency that he is determined to
Other halflings see him as a grumpy old adventurers, would truly believe was destroy.
cuss with mysterious ways. They know he happening. Presto—a campaign is born, one that can
collects books and maps, writes lots of Ozwaldo has only a small staff of help support many sorts of adventures and can
letters to foreign places, tends a small and ers, and he works mostly through inter- ultimately lead to a save-the-world sce-
beautiful flower garden behind his home, mediaries. Several wizards, sages, and nario that will please the most jaded
and sometimes has odd beings drop by at others who have benefitted from his ad- world-saving hero. It might not be The
night— “odd” in this case referring to vice have become close friends of his, and Lord of the Rings, but it will do very well.
humans, dwarves, elves, and other non- they are becoming very concerned about Who are the prime movers for good and
halflings. Oz is left much to himself, and this brilliant halfling’s fate. They fear that evil in your campaign? A little work now
he seems to prefer it that way. one day someone with an evil streak will will produce a wonderful bounty of adven-
What the other halflings and nearly all discover his secret, and that person won’t ture later, and your world will be all the
the rest of the world fail to see is astound- be well disposed toward Ozwaldo at all. more real and enjoyable for it.
ing. A brilliant thinker with a fiery curiosi- They have decided to protect their guiding (My thanks go out to John Rateliff, a
ty and a tigerlike tenacity, Ozwaldo has, ally by having their own spies monitor his devout Tolkienist and TSR co-worker, for
over the course of many years, built up a village and the roads leading into it, watch- his insights and assistance. He also points
sizeable library of information on his ing for any threat. Ozwaldo has discov- out that those wishing to see what strate-
world. Early in his life, he listened to the ered this, of course, and though he gic considerations Gandalf was making
reports of passing adventurers and de- considers it silly he tolerates it, as he when the wizard started the events lead-
duced that hobgoblin activity in the local knows the extra guards will also protect ing to the adventure at Lonely Mountain
mountains was on the rise, with some kind his fellow villagers. (i.e., The Hobbit) should read “The Quest
of definite purpose behind it. Letters How do the player characters get in- of Erebor,” from Unfinished Tales, by J. R.
quietly written to various sages, wizards, volved? Perhaps some of their earlier R. Tolkien. This is wizardly plotting at its
and lords in the vicinity won him a few adventurers were sparked when a letter best-and not a thread of it visible at first
allies who were willing to listen to his from Ozwaldo or an ally of his informed a to the hobbit caught in the web!)
theories and explore the lairs of the hob- local magistrate of a nearby threat, and
goblin forces. Ozwaldo’s beliefs were the magistrate hired the PCs to deal with
proven correct, but his involvement in it. Perhaps a rumor that Ozwaldo deliber-
sparking the numerous raids into the ately started was the one that got the PCs
mountains by adventuring groups has interested in a certain old ruined castle
never been revealed, largely at his own where hobgoblins have been seen. Per-
request (although arrogant fame-seekers haps the PCs were hired to guard a cara-
are happy to forget mention of his name van carrying yet more books and reports * indicates a product produced by a company other
than TSR, Inc. Most product names are trademarks
in their public speeches). to Ozwaldo’s village (these are picked up owned by the companies publishing those products.
Ozwaldo is motivated to ensure the by the local postmaster and delivered The use of the name of any product without mention
safety of his people, but he has lately later), or the PCs find information that of its trademark status should not be construed as a
become concerned with the fate of all eventually makes its way to Ozwaldo challenge to such status.
civilization on his world. In studying the himself, which will in turn spark another
reports and letters he has received from set of adventures. They might be hired to
his friends afar, he has deduced that aid is bring back physical evidence or a captive
sometimes being given to evil forces from to support some of Ozwaldo’s theories, the
a source not of his world. In fact, he re- evidence to be turned over to a wizard
DRAGON 7
Crimson fire lit the battlefield then we
warriors charged, pell-mell, straight into
the scorched flank of the enemy I laid
about me right and left, felling the scorched
ogre-kin. After our first flush of success,
the fighting grew desperate indeed, for our
enemies had the advantage in both size and
numbers. But no ogre could touch the sor-
ceress, Morgana. Time and time again, her
incantations rang over the din of the battle.
Each cry brought down another volley of
death upon the foes—and that was what
sustained us: the power of her magic and
the regular, reassuring staccato of her
voice.

Magic sets the pace of a fantasy battle. The


firepower of magic alone qualifies wizards as
the artillery of their world. To use the jargon
of the 20th-century military, a sorcerer also
performs the tasks of logistics, reconnais-
sance, strength multiplication, and fire sup-
pression Therefore, wizards, more than any
other character class, need a grasp of the
principles of war.
This article describes the strategy and
tactics of magic. Unless the Dungeon Mas-
ter routinely intervenes in battles, players
who use wise tactics can expect more

10 MAY 1992 Artwork by John Stanko


by Thomas M. Kane
Artwork by Fred Fields

Magical tactics on the fantasy-game battlefield

victories. Furthermore, DMs themselves


can use these ideas for nonplayer- wounds one suffers, the fewer one can enemy blows, he has drawn those attacks
character magicians. The use of opponents inflict in return. Therefore, anything that away from other targets in his party. Once
who are low in level but quick of mind reduces the foe’s ability to fight contrib- a wizard neutralizes enemy attacks, war-
demands intelligent planning from the utes to the battle. In a protracted battle, a riors can cut down the foe.
players as well. Although individual exam- grease spell that disarms a giant has more Personal-enhancement spells share all
ples refer to the AD&D® game rules, these effect than a fireball that merely causes the advantages of defensive magic. En-
maxims apply well to other fantasy RPGs, the giant damage. The warriors in the chantments such as strength and haste
especially the D&D® game. party can hack away hit points. Save spells also involve willing targets and last for
for more surgical attacks. prolonged periods of time. Some game
Maxims of magic Maxim #2: The best offense is a good systems contain far more spells of this
Principles of battle always sound simple. defense. Defensive spells have two advan- nature, making magical augmentation of
However, as the strategist Carl von Clause- tages over offensive enchantments. First, fighters one of a wizards primary roles.
witz once said, in war the simplest things they always work. Whereas most attack One prime example would be FASA’s
are difficult. The chaos that reigns when a spells allow saving throws, magicians SHADOWRUN* game where spells such as
typical party of adventurers attempts to casting defensive magic enjoy the luxury Increase Attribute +4, Armor, or Combat
coordinate any battle plan should illustrate of willing targets. Second, most defensive Sense can make an ordinary warrior su-
this point. Therefore, the best advice on spells last for a prolonged duration, while perhuman (and it is always to one’s advan-
tactics does not consist of arcane revela- the hottest fireball burns but once. Note tage to make one’s allies superhuman).
tions or elaborate plans for every contin- that stoneskin and armor last forever until In some circumstances, a magician can
gency. It consists of quick reminders about used. Any wizard who begins an expedi- avoid attacking altogether. Charmed and
what makes a plan work. The following tion without using both spells as liberally summoned creatures can provide offen-
maxims of magic provide such reminders as possible deserves whatever he gets. sive firepower, while the wizard can de-
for wizards. One should never scorn protective sor- vote his spells to augmenting allies. Those
Maxim #1: The aim is to disarm the cery as the resort of a coward. As men- who favor this strategy should consider
enemy. Battle is not primarily about killing tioned above, something that reduces the the possibility of remaining invisible
the enemy; battle is about keeping the enemy’s ability to cause damage is as use- throughout a battle; a clerical sanctuary
enemy from killing you. There is a direct ful as something that actively harms the would be valuable as well.
connection between damage caused and foe. Even if a sorcerer does nothing be- Despite the value of defensive and aug-
damage received, because the more yond fortifying himself and absorbing mentation spells, wizards need not use
DRAGON 11
them to the point of obsession. Against cripple their targets and upset the enemy’s Does the wizard assist faltering party
inferior opponents, wizards should not plan. The survivors must react to the members? Or does he help powerful fight-
waste these precious resources. When the wizard or die. Furthermore, the discharge ers achieve a quick kill? The first strategy
party contains a number of warriors, of magic almost inevitably rallies one’s may save weaker fighters from ruin, but
wizards can sometimes count on destroy- own side for a charge. Once spells start the latter improves the chances for a
ing their foes without taking damage any- flying, few warriors can resist their lust sharp victory. In some cases, helping the
way. In these cases, one should use for combat. strong win the battle is the quickest way
offensive sorcery to bring the battle to a In the final stage of a battle, magicians to help the weak. Furthermore, in this
rapid decision. may wish to save their spells. However, all situation, the personalities of the wizard
Maxim #3: Know the enemy. Wizards warriors must take care that victory does and the party must play a role. Wizards
have any number of ways to gather recon- not slip from their grasp. A final volley of must resolve these dilemmas on their own.
naissance. They should use them aggres- spells may prevent beaten enemies from Maxim #6: Know your strategy. To
sively because magicians, more than any escaping alive. When the party’s goals are exercise any strategy whatsoever, a wizard
other class, cannot afford to let their ene- more complex than simply exterminating must memorize the needed spells in ad-
mies take them by surprise. A warrior is the enemy, a wizard can use forget, charm vance. Furthermore, since few battles end
always ready for combat, but magicians person, polymorph other, or mass sugges- in a single round, one must have enough
need time-time to cast defensive spells, tion on surviving foes. spells to sustain a plan throughout several
time to clear friendly forces out of the Maxim #5: Choose your target and turns. It is often wise to have one or two
way of their fireballs, time to ready choose your weapon. Since wizards avoid standard battle tactics and concentrate
scrolls, components, and similar items. the chaos of melee, they usually enjoy the exclusively on them. Those who memorize
Wizards must also know what they will be luxury of choosing their targets. Use this too many unusual spells risk being unable
fighting, because spells that devastate one freedom wisely. As always, a wizard’s goal to effectively use any of them. It is equally
sort of enemy may have no effect at all on is to neutralize the maximum amount of true that one must be able to modify one’s
another. A death spell can destroy armies enemy firepower as fast as possible. One tactics for unusual situations. Wizards
of orcs, but it is worthless against undead. must achieve a balance between striking must find a balance between diffusion and
Intelligent wizards use friends, spies, the most dangerous opponents and the dogmatism.
and rumors to gather intelligence about most vulnerable ones.
the foe. Those lucky enough to possess On general principle, wizards should Sample spell lists
crystal balls or other long-range scrying concentrate their first attacks on those The following section shows the spells
magic use it carefully. When actually on an most likely to succumb. One does more routinely memorized by three sample
expedition, the prudent spell-caster travels damage by killing warriors than by NPCs. They provide an example of the
behind a screen of scouts. A familiar can wounding their leader. The truth of this principles in action. Each one carries a mix
often serve as a discreet spy, especially if becomes obvious when one considers that of defensive, offensive, and special spells
invisible. Wizard eye and clairvoyance in the AD&D combat system, wounds have designed for use in combination for maxi-
function as alternatives in hazardous no effect on a character’s ability to fight. mum effect.
situations. Finally, wizards can armor Fireball, the favorite tactic of countless Nuanda (4th-level mage): magic missile
themselves against a treacherous blow. wizards, does a beautiful job of clearing (× 3); flaming sphere, mirror image.
Stoneskin spells, cloaks of displacement, away weak forces. With the few spells available at 4th level,
bracers of defense, and so on soften the In many cases, the enemy has a few Nuanda has no room for frivolous magic.
blow of an ambush. unusually powerful forces. Obviously, one She carries one powerful defensive spell,
Maxim #4: Set the tempo. One can should destroy them as quickly as one can. mirror image. With luck, it can prevent an
think of a battle as having three phases. In When deciding which spells to memorize, enemy from hitting her and disrupting
the first, both sides probe the other, as- reserve a few for neutralizing powerful any of her other spells. The relatively long
sessing the nature of the fight. Suddenly, individual opponents. When choosing duration of mirror image means that one
one or both sides abandon caution and these spells, it becomes more important casting should last through an ordinary
hurl themselves into the fight. This brings than ever to pick sorcery that does some- battle unless Nuanda suffers an inordinate
on the second phase, the phase of resolu- thing other than merely drain hit points, number of attacks.
tion. Here, the enemies fight with all the because such powerful victims can usually For offensive magic, Nuanda carries two
firepower at their disposal until one side survive their wounds. One must also re- spells. Flaming sphere can wreak havoc
or the other suffers irreparable harm. member that such a powerful opponent is against a massed group of enemies. Magic
Finally comes pursuit, where the winning likely to pass an unmodified saving throw. missile does a respectable amount of cer-
side presses success into whatever victory Often, low-level spells can hurt powerful tain damage. Also, by having plenty of
it can. One can win a fight only in the opponents as much as stronger ones. magic missiles available, Nuanda insures
second phase, but every portion of the Spook involves a saving-throw penalty her ability to support a protracted combat.
battle can become a debacle. and, when successful, immediately re- Cybelline (5th-level enchantress):
Sorcerers, with their firepower and moves the foe from combat. As noted charm person (×2), color spray, hypno-
reconnaissance abilities, can often set the before, grease can deprive the strongest tism, spook; alter self ESP, Tasha’s uncon-
timing for a battle. They must develop a giant of his club. Magic missile causes only trollable hideous laughter; hold person,
sense for the tempo most suited to their damage but hits automatically, offering a wraithform.
side’s strategy. Rash fighters commit them- sure way to disrupt a hostile wizards Cybelline’s study as a specialist gives her
selves to melee at once and often pay an spell. more spells per level than a 5th-level gen-
awful price. However, too much caution When choosing a target, wizards should eralist mage enjoys. Therefore, she can
merely gives the enemy time to strike a pay attention to what their comrades can afford to memorize enough spells for two
fatal blow. Ideally, a wizards reconnais- do. There may be a danger that only spells different fundamental strategies. These
sance gives friendly forces the intelligence can counter, and an enemy wizard pro- allow her to function either in urban
information they need to develop a win- tected by warriors would be one obvious environments or against monsters in the
ning plan before the enemy does. Then, example. Obviously, a sorcerer should countryside.
the wizard can precipitate the combat concentrate on destroying such a threat. In an adventure of social intrigue, Cybel-
phase by launching devastating spells. In less clear-cut cases, a wizard must line attempts to meet her opponents on
The blast of offensive magic changes make decisions which, whether the other friendly terms. Her high charisma and
both the physical and psychological tone adventurers realize it or not, shape the gentle manners make her welcome in
of the battle. With any luck, deadly spells party’s strategy for the rest of the battle. almost any circle, while her varied non-
12 MAY 1992
weapon proficiencies allow her to assume have to knock themselves unconscious to magical items, to give him unexpected
a number of different identities. If neces- be saved. Phantasmal killer also has the powers for his ambushes. The abilities to
sary, she can use alter self for a perfect advantage of not firing any visible missile fly, change shape or create illusions would
disguise. Once Cybelline meets her targets, to reveal Khalif's position—although, sadly, all be useful.
she may charm or hypnotize them. Alter- it does end his invisibility spell.
natively, she may use ESP and a few care- Few ambushes can resolve the entire Conclusion
fully worded remarks to learn whatever battle. Therefore, Khalif carries a number What applies to ADD game wizards
information her victims know. She can of straightforward combat spells. By using applies to any game featuring magic.
infiltrate guarded areas using wraithform. spectral hand and vampiric touch in his FASA’s SHADOWRUN game, for instance,
During more rugged expeditions, Cybel- initial ambush, he can fortify himself for lavishly rewards the magician who attends
line can adapt her spells for open battle. later blows. Slow hamstrings the enemy, to personal enhancement and suppression
Hold person is an effective combat spell, allowing Khalif, his summoned monsters, of selected targets. The Houses Flambeau
and Cybelline’s victims suffer a -1 on and his comrades enough breathing room and Tylatus of White Wolf’s ARS MAGICA*
their saving throws. By casting this spell to cope with the foes. The -4 penalty on game probably study tactics assiduously.
on a single opponent, she can inflict a -3 saves against slow allows it to work on The suggestions in this article describe
saving-throw penalty. Spook, color spray Khalif’s opposition. Khalif memorizes the framework of magical strategy. Imple-
and Tasha’s uncontrollable hideous laugh- spook for the same reason. At his level, menting these suggestions is both a sci-
ter have similar effects. Cybelline can use victims suffer a -5 penalty to save. ence and an art. The science lies in
ESP as a reconnaissance spell, to sense Magic missile gives Khalif simple learning what game rules (and individual
presences behind doors, in darkened firepower. With four missiles doing 2-5 hp DMs) allow. The art lies in timing and
rooms, etc. damage each with no saving throw, he can combinations: A master of sorcery has
Undead and similar creatures are im- inflict an average of 14 hp damage per favorite spell tactics, but never uses them
mune to most of Cybelline’s spells. Against spell. By comparison, fireball does only 3½ quite the same way twice; the reasons
those creatures, she must rely on points more if the enemy makes his saving include tactical details, personal prefer-
wraithform to avoid attack. throw, and Khalif’s opponents are usually ence, or great political or social reasons in
Cybelline does not routinely memorize powerful enough to make that save. the game. One must learn when to use
many defensive spells. Her skills at infiltra- Khalif’s normal spell list lacks area-effect speed and when to use caution, when to
tion take their place. For combat adven- artillery spells. He could, of course, memo- use stealth and when to use force.
tures, she owns bracers of AC 4 and has a rize those enchantments if he had them in
high dexterity. In an emergency, she can his spell books and saw a definite need for l indicates a product produced by a company other

than TSR, Inc. Most product names are trademarks


escape battle under wraithform. them. At his level, he might also have a owned by the companies publishing those products.
Khalif (10th-level mage): magic missile magical item to replace this sorcery. He The use of the name of any product without mention
(× 3), spook; mirror image (× 2), invisibili- could find a wand of fire quite helpful. He of its trademark status should not be construed as a
ty, spectral hand; slow (× 2), vampiric would also enjoy some of the quirkier challenge to such status.
touch; improved invisibility, phantasmal
killer; monster summoning III; summon
shadow.
Khalif can cast enough spells to make
himself invulnerable against weak oppo-
nents. He knows armor and stoneskin, and
casts both before any expedition. With
judicious use of invisibility and mirror
image, he can make his other defensive
spells last through many days of normal
adventuring. Therefore, he need not mem-
orize them regularly.
Khalif also has an owl familiar named
Pallas. Pallas performs nearly constant
scouting duty after dark. Khalif sometimes
coaxes the bird aloft during daylight with
special treats. The wizard takes care to
keep Pallas armored with stoneskin. In
some circumstances, Khalif turns Pallas
invisible as well.
Khalif likes to attack from ambush,
ideally without the foe ever knowing of his
existence. He keeps himself invisible for as
much of the time as possible. This allows
him to avoid enemy attention while he
casts mirror image, brings his spectral
hand into existence, and takes up a posi-
tion for a rear attack. Unseen mirror
images are useless, but when Khalif
breaks his invisibility by attacking, he is
glad to have them. Khalif can also conjure
shadows or monsters while remaining
invisible, and he lets them do the fighting.
Phantasmal killer makes an effective tool
for Khalif’s ambushes. This attack can kill
even a powerful opponent. Surprised
victims suffer a saving-throw penalty, and
even those who survive the attack may

DRAGON 13
Another visit from you-know-who
with four more you-know-what

by Ed Greenwood
Artwork by Dan Burr

When the moon is high and the weather turned on the tape recorder. His eyebrows the FORGOTTEN REALMS® setting, who
clear, it’s a pleasure to take a quiet stroll rose. “Ahead of me, are ye? Ah, well, yes— made his name long ago by his daring
around the grounds of what I call “the ‘tis more magic I’ve come to tell ye about.” explorations of the wilder lands of the
estate” before retiring to bed. One spring “I confess I’d guessed that,” I told him Sword Coast North. With a party of adven-
night recently I was enjoying such a walk gravely, settling myself amid stacks of turing companions, Galadaster fought
when I noticed something odd in the gar- scrawled, as yet unused notes from the many orcs, elves, and horrific monsters,
den. Clearly outlined by the moonlight was great archmage’s earlier visits and won- always returning to his isolated tower
a figure standing in the asparagus bed. I dering if I’d ever in my life have the time with gold and magical riches. Often, his
peered, then approached. Sure enough, it to use even half of them. He soon began to companions did not return with him.
was Elminster. give me details of another four books of A hundred years or more the mage
“Well met,” I bowed to him gravely. He magic, which follow. passed in this way, never seeming to age
chuckled. much. Rivals and would-be apprentices
“Thou art learning,” he told me dryly. alike he dealt with coldly and efficiently.
“Never show surprise if ye can help it.” Galadaster’s Orizon Galadaster’s hawklike face was seldom
He stepped carefully out onto the garden Appearance: Two circular, bucklerlike seen in the lands around his abode, and
path and led the way toward the house. cover plates of polished electrum, four ever-more-powerful enchanted guardians
“Been busy?” he asked as we went in, handwidths across and having rolled edg- ensured his privacy. When he encoun-
waving his staff at one of the cats in greet- es, make this tome resemble a gigantic tered other mages, he took what he want-
ing (she recoiled in recognition and po- coin from a distance. The cover-plates are ed of their magic and mercilessly,
litely fled). joined by a spiral wire hinge. Between tirelessly, destroyed them, letting none
“As always,” I replied, ushering him up them, wired to the hinge, are six pages: escape. Then off he would go on another
the stairs to the study. circular frames of stretched vellum, each adventure.
“Good,” he replied, gravitating to his bearing the runes of and directions for Neighboring wizards grew ever more
favorite armchair and lighting his pipe one spell. The frames are varnished and fearful, and at length began to work
with a snap of his fingers. “ ‘Tis good to smooth-carved whistlecane that resembles against Galadaster, poisoning the game,
hear that someone else has too little time bamboo. flora, and the very air around the mage’s
in his grasp.” History and description: Galadaster tower. Only in his absence the wizards
Wordlessly, I passed him a decanter and was a famous mage of what is now Amn in worked, patiently and stealthily. Years

14 MAY 1992
passed—as did several of the wizards, at Slumberward (Abjuration) touched victim saves vs. spells. If the sav-
Galadaster’s hands—and there came a time Level: 2 Comp.: V,S ing throw is successful, the hit-point loss is
when the lone tower fell silent and Gala- Range: Touch CT: 2 lessened to 1d6 + 1, and the caster gains
daster came forth no more. Duration: 2 rds./lvl. Save: None no hit points. If the save fails, the caster
Emboldened, the wizards gathered and Area of Effect: 1 creature gains the 3d4 hp drained from the victim
talked each other into courage enough to This spell protects one creature against as healing energy, and the victim is
investigate the tower. They braved fiend- drowsiness and similar conditions caused wracked by intense pain for 1-3 rounds.
ish traps and vicious guardian monsters to by magic. Unconsciousness, stunning The victim will suffer a penalty of +2 on
find—Galadaster waiting for them, a hid- (however caused), and all forms of sleep his armor class and attack rolls during this
eously discolored and bloated lich. Gala- cannot occur or have any effect upon the time, and he is unable to cast spells or
daster coldly set about ensuring that none protected being, who also gains a +1 perform other activities requiring concen-
of the wizards would leave the tower bonus on saving throws against charm, tration. Morgannaver’s sting does not
alive. As he slew them, the remaining suggestion, command, hold and similar confer extra hit points upon the caster; if
wizards grew so desperate that they called will-force magicks and spell-like natural the caster is at full hit points or becomes
upon all their allies, servants, and powers. powers. The caster may use this spell on fully healed, excess hit points drained by
The tower of Galadaster toppled amid himself or others. the spell are simply lost and cannot be
many explosions, but the wizards perished applied to damage suffered on the follow-
anyway. Galadaster survived, walking Geirdorn’s grappling grasp ing round. Lost hit points can be regained
away west to the Nelanther (Pirate Isles), (Evocation) by normal rest or mundane or magical
where he is said to dwell still, ageless and Level: 4 Comp.: V,S,M curative means.
terrible in his power. Range: 10’/lvl. CT: 4
The Orizon, a trifle in Galadaster’s eyes, Duration: 2 rds./lvl. Save: None The Arcanabula of Jume
is all that survived the ruin of his tower. A Area of Effect: Special Appearance: This is a rectangular
workbook in which the young Galadaster This magic brings into being a hand- tome, three handwidths across by five in
copied spells in his travels, it contains only shaped force, invisible to all but the caster, height, of translucent sheets of polished
six spells, as follows: spider climb, fire- that can be used to grapple objects and rock crystal. The sheets are clasped sepa-
staff, slumberward, web, Geirdorn's grap- even certain spell effects. Only the caster rately to two heavy brass rings and are cut
pling grasp, and Morgannaver’s sting. The can direct the hand, which is twice the with characters of Ruathlek (the “secret
spells of spider climb and web are well- size of the caster’s own left hand. Direct- language” of illusionists). Some of the
known, but the other four spells are rare ing Geirdorn’s grappling grasp precludes runes are inlaid with colored pastes in
indeed. Where Galadaster gained them is spell-casting; if such is undertaken, the ruby red, emerald green, and silver.
unknown; they may survive in the spell magical hand merely hangs motionless History and description: An arcana-
books of other mages of the North. until concentrated upon again or until the bula in the FORGOTTEN REALMS setting
The Orizon was stolen from a mage in spell expires (control can be assumed and is an illusionist’s workbook or traveling
Crimmor some 90 winters ago. Its present neglected several times, if desired). This spell book, as opposed to the more com-
whereabouts are unknown. Details of the hand can move through the air as rapidly plete spell tomes kept in secret by almost
rare spells in the Orizon are given here, as the caster normally moves. The hand all spell-casters. Most arcanabulas are
from the Bibliamagus of Thelonn Bedelzar can grip but not strike: it cannot even nondescript, although illusionists in the
of Crimmor, an apprentice permitted to touch living matter, but it can grasp para- Realms have shown a talent for making
view the work when it was held by the pets, locks, keys, levers, weapons, etc. their books look like something else-such
archmage Elthong of Crimmor. with the same strength as the caster. Small as a musical instrument, a gaming board, a
objects can be carried about. The hand belt of linked metal plates, and so on.
cannot manipulate things with any deli- The Arcanabula in question is uncom-
Firestaff (Evocation) cacy, but it can slow or prevent their monly ornate and formal (as well as un-
Level: 2 Comp.: V,S,M movement for one round. Weapons cannot usually beautiful). Assembled by the
Range: 0 CT: 2 be wielded by the spell force, but the hand female mage June, who lived in Baldur’s
Duration: 1 rd./lvl. Save: None can act against any nonliving enemy’s Gate several hundred winters ago, the
Area of Effect: Special weapon so as to cause a -2 to-hit penalty. Arcanabula has unusual protective ma-
By means of this spell, a spell-caster can The primary use of this spell is to com- gicks upon it. It acts as a ring of spell
cause balls of blue flame to come into bat the various Bigby’s hand spells. This turning with respect to magic of any sort
being at both ends of a nonmagical staff, spell can lessen the damage dealt by the cast either upon it or so as to include it in
pole, log, club, or tree limb. The object Bigby’s hand spells by 1d4 + 1 hp. If a the area of effect. It cannot be shattered.
must be of wood and have two discernible Bigby’s hand spell causes no damage, Geir- From time to time (a 6% noncumulative
ends; it is not consumed or altered by the dorn’s grappling grasp will keep the form- chance checked once every 60 days), the
spell or the spells flames. The wizard er from taking effect for one round. The book teleports to a random locale in the
cannot choose to cause only one end of material component of this spell is a glove Realms, regardless of magical barriers,
the staff to be alight, and he cannot extin- or a human finger bone. prisons, safeguards, and the like. All we
guish the flames at will; the spell must be know of Jume today is that she was fat,
allowed to expire or a dispel magic must Morgannaver’s sting (Necromancy) good-humored, and quite clever in her
be used. Level: 5 Comp.: V,S devising of unique illusionist spells. She
The burning staff does 1d6 hp damage, Range: Touch CT: 5 was not a specialist in illusions, and the
plus 2d4 hp flame damage, per blow (the Duration: Perm. Save: Special term ‘arcanabula’ is thus not precisely
staff is considered a magical weapon for Area of Effect: Special correct when applied to this tome. None-
determining what creatures it can hit, but This spell enables the caster to drain 3d4 theless, it has come down to present-day
it has no to-hit bonuses). The staff can hp from any single creature. The creature Realms lore by that name.
wielded by creatures other than the caster must be touched within three rounds of The Arcanabula contains four of Jume’s
and can ignite flammable materials as well the spell being cast (a successful attack roll own magicks as well as more widely
as being used as a weapon. The material is required), or the spell is lost. If the known spells. Its 22 pages have the follow-
components of this spell are a piece of caster begins casting another spell before ing contents: a front cover bearing Jume’s
phosphorous or a flame of any sort, the touching another being, the spell will also rune; a back cover that radiates a very
wooden object to be used, and a pinch of be lost. The first touched being is affected, faint silvery glow (which presumably
iron filings. regardless of the caster’s intentions. The bears most of the protective spells on the

16 MAY 1992
tome), and 20 pages between that are trying to push past it, moving to block spoil a missile attack).
either blank or bear one spell each. The different opponents as desired. Only one If attacked, the eye is AC 3 and has 9 hp.
contents of the pages are as follows: audi- opponent per round can be so affected, The material components of this spell are
ble glamer, change self, gaze reflection, but if the shadow hand is operating in a an eyeball (dried or preserved) from any
dark mirror (a unique spell), hypnotic narrow tunnel or passage, slowing the sort of creature, and a polished, rainbow-
pattern, magic mouth, misdirection, dispel foremost of a group of creatures will hued slice of abalone, oyster, or tortoise
magic, non-detection, phantom steed, impede those behind it. A shadow hand shell.
spectral force, shadow monsters, shadow strikes opponents only when so directed
hand (a unique spell), shadow magic, pris- by its caster (i.e., the caster can physically Shadow gauntlet (Evocation, Illusion/
matic eye (a unique spell), shadow gauntlet fight in the same round but cannot cast a Phantasm)
(a unique spell), true seeing, and three spell). An attack roll is required, the Level: 6 Comp.: V,S
blank pages. shadow hand having the same THAC0 as Range: 10’/lvl. CT: 1 round
the caster. Its strike does 1 hp damage to Duration: 1 rd./lvl. Save: Special
Dark mirror (Abjuration, Alteration) targets who fail a save vs. spells, and no Area of Effect: Special
Level: 2 Comp.: V,S,M damage to those whose saving throw is A shadow gauntlet is a more powerful
Range: 10’/lvl. CT: 2 successful. A shadow hand can attack version of a shadow hand (q.v.) that can
Duration: 1 rd./lvl. Save: Special once for every three levels of the caster in wield weapons, snatch at items, or act as a
Area of Effect: Globe with radius of 10’/lvl. any one round, but it has no appreciable shield for the caster or other creatures.
This spell enables the caster to instantly force (i.e., an opponent cannot be pushed Like shadow hand, the shadow gauntlet
negate magical darkness (including contin- off-balance, nor can breakables be shat- appears in midair, moving as the caster
ual darkness) or reflect it back upon its tered). Its attack, damage, and ability to wills, and may range in size from human
caster. It can alternatively be used to allow slow those trying to pass it are all due to to giant (12’ long), varying in luminosity
the caster to see perfectly within or its effect on the nervous systems of its from dark to the equivalent of faerie fire.
through normal or magical darkness. opponents; thus, it has no effect against These specifics, as well as handedness
Which effect the spell will have must be the undead, golems (except the flesh go- (right or left) and the location of the initial
chosen during casting and cannot be al- lem), mechanical or enchanted monsters, appearance of a shadow gauntlet are
tered later. No saving throws apply to this creatures from the Outer Planes, or living determined during casting and cannot be
spell, except when darkness is to be re- beings having no nervous systems (oozes, changed thereafter. A shadow gauntlet
flected back specifically upon a source slimes, nonsentient plants, etc.). appears as a gleaming, silvery metal gaunt-
creature or item. In this case, a successful let. The caster need not concentrate upon
save causes the darkness to pass out of Prismatic eye (Alteration, Evocation) this spell to maintain its existence, but he
existence; failure means that it is success- Level: 6 Comp.: V,S,M cannot cast a spell in any round in which
fully reflected back upon its source. Note Range: 10’/lvl. CT. 1 round the gauntlet is shifted to a new target or
that if the caster of dark mirror chooses to Duration: 1 rd./lvl. Save: None makes a direct attack.
reflect darkness back at its original source Area of Effect: Special In a given round, a shadow gauntlet can
area, but not upon a specific thing or This magic creates a visible orb resem- hamper one creature, slowing it to half its
being, no save is allowed even if the thing bling a human eye (or wizard eye) that movement rate and temporarily decreas-
or being is within the area at the time (a floats above one shoulder of the caster. ing its armor class by one point, as well as
mobile being can then leave the dark area The caster can turn the eye and cause it to causing any attacks the victim makes to be
behind). Once cast, dark mirror remains in move (at a maximum rate of 16) up to the at a -2 penalty to hit and ruining all of
effect and can either prevent the forma- limits of the spell range, and he can see the victim’s spell-casting, except verbal-
tion of or reflect back multiple darkness through it as well as employing his own only spells (magical items can still be acti-
effects (even several in the same round) normal vision. The eye has 20’ infravision, vated). The gauntlet can instead wield a
until the spell expires. The material com- and normal vision up to 60’ in good light. weapon, striking once per round using the
ponents of this spell are a small mirror In the round in which it appears (the caster’s THAC0. Magical weapons can be
and a candle, which need not be lit. round after casting) and once every four employed by a shadow gauntlet, but it
rounds thereafter, a prismatic eye can cannot activate magical items. It can strike
Shadow hand (Illusion/Phantasm) emit a beam of clashing colors equal in weaponless once for every three experi-
Level: 5 Comp.: V,S effect to a color spray. The beam is ence levels of its caster in a round (normal
Range: 10’/lvl. CT: 5 straight, not fan-shaped, and an attack roll attack rolls apply). All weaponless attacks
Duration: 1 rd./lvl. Save: Special using the caster’s base THAC0 is required in a given round must be directed at a
Area of Effect: Special to strike a target. The beam can affect single target, who is allowed a saving
A shadow hand is a human hand-shaped only one creature. If it misses or the caster throw against each. If failed, the target
coalescence of force that appears in mid- does not cause the eye to emit a ray, the sustains 2 hp damage; if successful, no
air. It is shadowy or smoky in appearance, power is lost for another four rounds. damage is suffered.
and translucent, but its size, initial loca- Instead of a color spray, a prismatic eye A gauntlet can also snatch at items held
tion, handedness (left or right), and lumi- can be willed by the caster to emit light as by others. It lacks the strength or solidity
nosity (ranging from nothing to a faerie per the wizard spell, centered on itself. to dislodge anything from any grasp, but it
fire equivalent) are all chosen during The intensity is controlled by the caster can foil telekinesis and hamper enemy
casting and may not be altered later. A but cannot be so bright as to blind; it lasts weapons as described above. It can carry
shadow hand moves as the caster wills, for only two rounds. The color spray objects weighing up to 1 lb. (e.g., a key,
but continual concentration is not re- beam of a prismatic eye will strike uncon- ring, or a gem) for up to two rounds. Free
quired to maintain it, and the caster can scious (for 2d4 rounds) creatures of up to or laden, a gauntlet has a movement of up
perform other spell-casting. It can serve to six hit dice or levels. It blinds creatures to 24. A shadow gauntlet can also be inter-
point the way or indicate items of interest with 7-8 levels or hit dice for 1d4 rounds, posed between a specific creature (the
(such as concealed doors), warn away and stuns more powerful targets (as per caster or a being the caster can see) and
intruders, or engage in combat. A shadow power word, stun) for one round. All foes attacking him. (Note that someone
hand cannot be dispelled by physical at- creatures with at least six levels or hit dice striking from a side not currently protect-
tacks, nor can it carry weight or affect are entitled to a saving throw vs. spells; if ed by the gauntlet has his attacks deter-
spell-casting. successful, the result is always a +1 on mined normally.) The shadow gauntlet
This spell can slow to half speed any the victim initiative due to stunning adds +1 to all saving throws or ability
opponents of less than 1,000 lbs. weight (enough to ruin spell-casting, or delay or checks against attacks hitting the one so

DRAGON 17
protected, and it absorbs 1-2 hp damage Forcewave (Abjuration, Evocation) Creatures and objects can pass freely
from all attacks, physical or magical, that Level: 2 Comp.: V,S,M through the cylinder of water without
do manage to strike the protected being. Range: 10’/lvl. CT: 2 spilling water or disturbing the stability of
The gauntlet can absorb as many hit Duration: 1 rd. Save: Special the column, but creatures not able to
points in this manner as its caster has Area of Effect: 1 creature breathe in water are not empowered to do
before being destroyed. A gauntlet has AC This spell enables a wizard to hamper so by this spell. This spell is often used to
2 (AC 4 if acting as a shield). the activities of a single creature for one introduce marine creatures into an other-
A shadow gauntlet can perform only one round. A wave of translucent, silent, color- wise “dry” environment for purposes of
of the functions described here during a less force, visually resembling an ocean imprisonment, conferences, or transporta-
round. If its caster does not concentrate wave breaking on a beach, comes into tion. The cylinders are usually vertical and
on it, it will continue to perform the last being in front of the caster and sweeps may connect with other bodies of water,
function it was directed to do, moving toward a target creature. The caster must such as sewers beneath buildings or the
about as necessary. This does not apply to point to, name, or concentrate upon the sea beneath a ship. At the spells expira-
attacks, however; inattention will cause a intended target during the casting. The tion, the water simply vanishes; marine
previously attacking shadow gauntlet to wave rushes toward the target with a creatures can thus be stranded. Varying
hang motionless in midair until control is movement rate of 30. It has no effect on water pressures are equalized by the
reapplied. If a caster falls unconscious, his nonliving objects or any creature but the magic so as to harm neither creatures in
spell ceases its actions; if the caster dies, intended target. the column nor structures entered by the
the gauntlet silently vanishes. If a caster If the target creature is within range, column (a column connected to the sea
goes insane, the gauntlet wildly attacks the forcewave strikes it-no saving throw from a cellar will not then cause the sea to
random living beings within range, at to avoid. The target is allowed a save vs. flood the cellar). The material components
double speed (six attacks per round, three spells to determine the forcewave’s effects, of this spell are a hair from any sort of
at one target, three at another). however. If the save is successful, the creature and a drop of water, spittle, dew,
creature suffers 1 hp impact damage and juice, sap, or a tear.
Laeral’s Libram is thrown off-balance; a running or charg-
Appearance: The Libram’s covers are ing creature, or one on a narrow bridge or Jhanifer’s deliquescence (Alteration)
two circular plates of polished blue-sheen high place, must then make a dexterity Level: 5 Comp.: V,S,M
electrum, joined at one edge with a ring check on 1d20 to avoid falling. If the tar- Range: Touch CT: 1 round
that also binds seven parchment pages to get fails its saving throw, it suffers 2-5 hp Duration: Perm. Save: Special
the plates. The electrum discs have a clasp impact damage, is repulsed (forced away Area of Effect: 10 cu. feetl/lvl.
opposite the ring, worked in the shape of from the caster) by 10’, has any ongoing This spell enables a wizard to instantly
a moon with an arc of stars around it, to spell-casting ruined, and can make only melt ice, frozen liquids, and other sub-
hold them closed. The parchment pages missile attacks on the round in which it is stances that freeze within 10o of water’s
are circular and touched with “silvergilt” struck. A dexterity check must be made to freezing point (32° F). Such melting does
all around their edges. avoid falling (at -1 if the target creature not involve heat, steam, or the consump-
History and description: Laeral is a is small, weak, surprised, or precariously tion of fuel. A wall of ice, for instance,
famous adventuress of the Sword Coast situated). Ethereal beings cannot be affect- could be turned into water that falls to the
North, who was apprenticed to Khelben ed by a forcewave, but a being employing ground, and a frozen lock or sleigh runner
“Blackstaff” Arunsun of Waterdeep, and blink or a displacement effect that shifts could be freed. Repeated applications of
she still aids him in Blackstaff Tower as his rapidly from one plane to another can be this spell have been known to turn solids
companion and lover. Once leader of the affected by this spell. The material compo- into liquid form, and 10 deliquescence
adventuring group known as The Nine, nents of this spell are a small piece of rope spells equal the effects of transmute rock
Laeral fell under the influence of The or string and a drop of water, spittle, or a to mud. The details of this use of the spell
Crown of Horns for a time (see the tear. are little known and poorly understood.
FORGOTTEN REALMS sourcebook FR5, (The DM should sharply limit the combat
The Savage Frontier). Rescued by Khelben Laeral’s aqueous column (Alteration, effectiveness of dissolving solids, although
and the High Lady Alustriel of Silvery- Evocation) a mage could use the spell repeatedly to
moon, Laeral created a simulacrum of Level: 4 Comp.: V,S,M escape from a stone-walled cell.)
herself that she placed in the Stronghold Range: 10’/lvl. CT: 2 rounds Animated or enchanted stone creatures,
of the Nine to deceive treasure-seekers. Duration: 10 rnds./lvl. such as stone golems, receive a saving
Freed from both her reputation and re- Save: None throw vs. spells equal to the saving throw
sponsibilities, Laeral has again become the Area of Effect: 10’-diam. cylinder, (at the time) of the being who enchanted
gentle, merry girl she used to be 20 10’ long/lvl. them, as do all stone or other solid objects
winters ago. By means of this spell, a mage can trans- bearing a dweomer. If successful, that
Lost in her recent madness, however, mute the air in a particular area into wa- application of the spell does not affect
was her Libram, a small traveling “handy- ter; a free-standing cylindrical volume 10’ them and is entirely wasted. Living crea-
book” of her favorite spells. It has only in diameter can be created. It will be pure tures, even if stony, are unaffected by this
seven pages, each bearing a single spell. water, either fresh or salty as the caster spell. The material components of this
Their contents are as follows: feather fall, decrees in casting, and will circulate freely spell are a tiny piece of amber and a piece
magic missile, spider climb, forcewave, within itself, drawing oxygen into itself to of ice.
Laeral’s aqueous column, Jhanifer’s deli- support marine life inside it. The water is
quescence, and blackstaff. The last four held in a cylindrical shape by the spell’s Blackstaff (Alteration, Evocation)
spells in the Libram are all rare and are dweomer, the cylinder expanding length- Level: 8 Comp.: V,S,M
described hereafter. The aqueous column wise with increasing areas of effect, 10’ Range: 0 CT: 1 round
is a spell created by Laeral herself (as part per level of the caster. Multiple spells (cast Duration: 1 rd./lvl. Save: Special
of her training under Khelben), and black- by the same being or by several spell- Area of Effect: Special
staff is one of the more powerful spells casters) can be used to extend the cylinder This is the famous spell that gave its
devised by Khelben himself. Jhanifer was even further. The column can run hor- creator, the archmage Khelben Arunsun of
a sorceress of the long-ago North, a friend izontally, vertically, at an angle, or even Waterdeep, his nickname. The magic
(some say lover) of Ahghairon, the Found- make turns as desired in the casting, but causes any nonmagical staff, club, piece of
er of Waterdeep. None know what became once established its location cannot wood, or pole arm held by the caster to
of her. change. shimmer with a black, crawling radiance.

18 MAY 1992
A blackstaff weapon has the following turers, the All-Seeing Eye, Tasso robbed one creature the caster concentrates
properties: many a royal treasury and temple vault in upon. (The caster must be able to see the
—It can never harm the caster or any Chessenta, Mulhorand, and the indepen- target as the spell is cast, but need not
other beings touching the staff during the dent cities of the Vilhon and the Near name or visibly indicate the target.) The
casting of the spell. South. He became the eagerly sought projectile will begin as a tiny, silent mote
—It strikes as a +4 magical weapon to target of many hired bounty-hunters and that rapidly grows in size with a frighten-
hit (no damage bonus). assassins, and he survived many spectacu- ing, increasing moan of rushing air, so that
—Its touch drains 1 hp automatically (the lar battles as he escaped one ambush after it appears to have come from a great
target gets a saving throw vs. death magic another. About four winters ago, Tasso distance at great speed (a shadow bolt
to avoid having this loss being permanent, vanished, either fleeing to another plane actually travels at a movement rate of 26).
unrecoverable except by use of a wish), or being slain by a killer who was luckier It can swerve to follow the target (as a
plus 1d8 hp normal damage, regardless of or more persistent than the rest. An early magic missile does) even if the target tele-
the weapon’s size and shape. casualty of raiding bounty-hunters, Tasso’s ports or otherwise escapes the caster’s
—Its touch acts as a dispel magic spell (at Arcanabula (spell workbook) was seized view. Any other creature struck by the
the caster’s level) on all magical barriers, from his cave abode near Starmantle and moving bolt en route to its target will
weapons, or effects, at all times; the wield- presented to the patron of the bounty- suffer its effects instead—and if the target
er cannot turn this power on and off. hunters, the Marcrowne of Turmish. It shifts to another plane of existence, the
—Its touch causes mental damage, as was soon stolen from the Marcrowne’s bolt will return to strike at its caster. A
follows: palace vaults, and its present whereabouts shadow bolt can otherwise be affected
are unknown, only by magical barriers, not by spells or
1d100 Effect From the accounts of Sleem, Court Wiz- physical attacks. It does 1d8 damage, plus
01-45 Target unaffected ard to the Marcrowne, we have the follow- one point per level of the caster. If disbe-
46-65 Target confused (as per the ing record of the volume’s contents, one lieved (the target makes a successful save
wizard spell confusion) for 1d4 spell to a page: audible glamer, change self, vs. spells) a bolt will do only half damage.
rounds dancing lights, phantasmal force, Tasso’ S (Note that a being unfamiliar with the
66-75 Target stunned (as per a symbol shriek (a unique spell), detect magic, invisi- details of magical illusions who encounters
of stunning) for 1-3 rounds bility, magic mouth, misdirection, dimen- a shadow bolt for the first time will have
76-85 Target affected by fear (as per sion door, fear, illusionary wall, shadow no reason to disbelieve such an attack!)
the spell) for 1-2 rounds bolt (a rare spell), shadow skeleton (a A shadow bolt strikes in the round fol-
86-95 Target affected by repulsion unique spell), permanent illusion, and lowing casting-unless the target shifts out
96-00 Target affected by feeblemind chromatic blade (a rare spell). All unique of range, in which case it will travel for a
and rare spells are detailed hereafter. second round to strike (or return upon the
—Its touch causes any spell-casting being caster). A shadow bolt will teleport or
to forget one memorized spell or be un- Tasso’s shriek (Illusion/Phantasm) dimension door to follow its target if the
able to use one natural spell-like power for Level: 1 Comp.: V target does so, but if the target does so
two rounds (if a choice exists, determine Range: 1O'/lvl. CT.1 twice (i.e., evades the bolt for the full two
which spell or ability at random; save vs. Duration: 1 rd./lvl. Save: Special rounds), the shadow bolt will dissipate
paralyzation to avoid this effect entirely). Area of Effect: Hearing range harmlessly. The strike of a shadow bolt is
—Its touch causes beings possessing This specialized form of an audible a considerable blow; the victim must make
psionic skills or wild talents to be psioni- glamer spell is released by the caster with a strength check to avoid falling, and if
cally “scrambled” (unable to use any only minimal utterance. Thus, casting it is fragile items are carried, make a success-
powers except defenses) for 1d4 rounds. all but silent, untraceable, and requires a ful dexterity check to protect such items
—It absorbs magic cast upon it, without minimum of concentration (enabling it to (otherwise, they must make saving throws
consequence, and is apparently unaffected be cast during melee or when the caster is vs. crushing blow to escape damage from
by any magic except a wish, which can in pain, constrained, or the like). The the character’s fall).
negate it. magic causes a shrieking, crying, shouting,
The blackstaff may be wielded by any or other verbal utterance. The spell-caster Shadow skeleton (Illusion/Phantasm)
creature able to use a pole arm who can must emit all of these sounds while memo- Level: 4 Comp.: V,S,M
withstand (or is immune to) its effects. A rizing (not casting) the spell, and he cannot Range: 90’ CT: 4
blackstaff will prevent spell-casting by any subsequently alter them. Once cast, the Duration: 1 rd. + 1
being who is contact with it during a given sounds cannot be ended before the spell rd./lvl. Save: None
round. It can therefore be used to ruin expiration. The sounds carried by this Area of Effect: Special
enemy spell-casting with a successful magic are limited to those produced by the This spell allows the caster to create
attack. (It cannot be easily thrown and caster’s voice (although mimicry is possi- semi-real phantasms of human, demi-
resists telekinesis and similar movements ble), and are typically used to produce human, or humanoid skeletons. All the
as it does almost all other magic.) At the shouted warnings or cries to suggest a skeletons created by a single shadow
spell’s expiration, the material component fight or attack “offstage,” or the presence skeleton spell must be of the same type.
(the staff) is instantly and completely con- of unseen intruders, so as to distract oppo- One skeletal image per level of the caster
sumed. nents of the caster. can be created; the caster can choose to
create fewer images, but such a decision
Shadow bolt (Illusion/Phantasm) does not result in stronger skeletons
Tasso’s Arcanabula Level: 3 Comp.: V,S Shadow skeletons cannot grasp, carry, or
Appearance: This volume is a tall, thin Range: 10’/lvl. CT: 1 round wield solid objects such as weapons. They
book (two handwidths across by six high) Duration: 1-2 rds. Save: Special appear smoky and vague in outline, of
of black-edged parchment pages bound Area of Effect: 1 creature ivory or bloody hue, and may have any
between thin boards of duskwood, cov- By means of this spell, the caster brings configuration (split skulls, missing limbs,
ered with mauve-dyed pseudodragon-hide. into being a semi-real phantasm of an etc.) the caster wishes. The skeletal images
The tome has 16 pages. onrushing missile. The large, gray are silent and cannot be turned, dispelled,
History and description: Tasso is an teardrop-shaped illusory projectile can be or affected by heat, fire, or cold; they are
infamous illusionist active in the Inner Sea made to glow with a faerie fire-like radi- under the control of the caster just as a
lands of the FORGOTTEN REALMS world. ance of any hue the caster desires; it ap- priest controls skeletons animated by use
The leader of a band of thieves and adven- pears behind the caster and rushes at any of animate dead. Shadow skeletons have

DRAGON 19
these statistics: AC 6; MV 14; 2 hp each; magical weapon for attack purposes (no An illusionist or other spell-caster can
#ATT 1; Dmg 1d4. They can be equipped damage bonus), weighs nothing, and wield a chromatic blade without nonprofi-
with illusory clothes and weapons, so as to makes no sound upon impact. Its touch ciency or class penalties. The material
appear from a distance as living guards or does 2d6 hp damage and can sever ex- component of this spell is an edged metal
servants. The spell cannot, however, be tremities as a sword of sharpness does. weapon of any size and quality, which is
worked to give the illusion of life or flesh. The bearer of a chromatic blade receives consumed in the spell-casting.
Shadow skeletons vanish at the spells a +3 bonus to saving throws vs. color
expiration or upon the death or uncon- spray attacks, and the blade’s attack can
sciousness of the caster. Solid matter, destroy one globe of a prismatic sphere or
including living creatures, can pass one layer of a prismatic wall upon contact,
through shadow skeletons without resist- without harm to the wielder. Similarly, a
ance. All living creatures who come into prismatic spray is scattered upon contact
What’s a SASE?
direct contact with a shadow skeleton with such a blade. A chromatic blade A SASE is a self-addressed, stamped
must save vs. spells at +2 or be stunned glows with a bright, gleaming radiance
envelope. If you send a submission
for one round. Such contact does not equivalent in illumination effects to a
harm or dispel a shadow skeleton, but it faerie fire at all times, regardless of the to DRAGON® Magazine and hope
does permit a living creature to charge caster’s or bearer’s wishes. The color of for a response, include a SASE with
through a skeleton. this glow changes continually and is un- your letter, gaming article, short
The material component of this spell is a controllable. story, or artwork. Make sure the
piece of bone. It serves as a focal point for A chromatic blade can be destroyed by a SASE is large enough (and has
the spell-caster’s concentration and is not dispel magic, disintegrate, or properly enough postage) to allow the return
consumed or altered by the magic. worded limited wish. It cannot be physi- of your material if necessary. Cana-
cally damaged in any way (although it can dians and residents of other coun-
Chromatic blade (Alteration) be parried or blocked like a normal, physi- tries should enclose international
Level: 7 Comp.: V,S,M cal blade). A chromatic blade is not affect-
Range: 0 CT: 1 round ed by changes in light or darkness postal coupons, available at their lo-
Duration: 1 rd./lvl. Save: None (mundane or magical) or magnetic effects, cal post offices. We are not respon-
Area of Effect: Special and it cannot be mentally wielded or influ- sible for unsolicited submissions; be
This spell creates a shimmering blade of enced from a distance, except for the sure to enclose that SASE.
constantly changing hue, of needle-width caster willing it out of existence. It is safe
DRAGON is a trademark of TSR, Inc.
and magical sharpness. It can be wielded to touch a chromatic blade only at its hilt ©1990 TSR, Inc. All Rights Reserved.
by any creature, although the caster can or guard; the magical blade itself is all
will the blade out of existence when he edges, and even its lightest touch will
chooses. The blade is considered a +2 cause harm.

20 MAY 1992
to broaden the special abilities of familiars,
These familiar enhancer spells, ranging
from the second to ninth level, enable a
wizard to add new powers and faculties to
his familiar. As the wizard rises in level,
the familiar grows more intelligent and
capable of keeping pace with the expand-
ing power of the wizard and increasing
challenge in the campaign.
Whatever new powers the Dungeon
Master chooses to bestow upon familiars
must be tailored to the needs of game
balance. The familiar mustn’t be permitted
to become the wizards answer to the
warrior’s intelligent magical sword. Wiz-
ards already possess enough spells and
magical items of offensive power without
the familiar becoming yet another piece of
firepower for wizards to exploit.
The new powers conferred upon famil-
iars should be weighted on the side of
defensive and miscellaneous functions.
Additional abjuration powers can improve
the familiar’s chances of surviving in a
campaign that grows ever more danger-
ous. New powers of divination, alteration,
illusion, and summoning magic can en-
hance the familiar’s role as a spy, scout, or
advisor, enabling the familiar to do things
its wizard often cannot do for himself and
making the familiar a useful addition to
the party. Any offensive powers the DM
permits familiars to acquire should be
subtle in nature and require some creativ-
One small but worthy change made in Also beneficial to a campaign would be a ity, rather than the flash and fury of evo-
the AD&D® game 2nd Edition rules can be system to allow the familiar’s capabilities cation and necromancy magic.
seen in the first-level wizard spell find to increase and its personality to grow as
familiar. The current spell better defines the campaign progresses. The animal Familiar enhancer I-VIII
the capabilities of familiars and adds new companions of fantasy and myth display a (Alteration, Enchantment)
features to improve a familiar’s ability to surprising range of abilities and talents, Level: 2-9
survive in a campaign. The revision of find from magical powers and useful skills to Range: 10’
familiar now makes the familiar more benevolent wisdom. With a little work, the Components: V,S,M
viable as a continuing NPC in a campaign, AD&D game, too, can reflect the imagina- Duration: Permanent
a constant companion to a wizard from tive touches that make animal companions Casting Time: 72 hours
the start of an adventuring career to re- such unique and engaging characters. Area of Effect: The caster’s familiar
tirement at a ripe old age. This article proposes a new spell series Saving Throw: None

Table I

1d100 Special power


01-05 The familiar can call into existence and control one glowing sphere of light, as described under the spell, dancing lights. This
power can be used twice per day, each use having a duration of two rounds per level of the familiar’s wizard.
06-20 The familiar can detect magic twice per day. While the familiar can judge the intensity of magic detected, it cannot discern
the type of magic noted, as familiars are generally unschooled in the many varieties of magic.
21-25 The familiar can use feather fall twice each day.
26-30 The familiar can jump up to three times per day. Each jump has a duration of only one round.
31-40 The familiar can pass without trace once per day, with a duration of five rounds per level of the familiar’s wizard.
41-60 The familiar can use protection from evil on itself if the familiar‘s wizard is not evil in alignment, or protection from good if
its wizard is evil. This power can be used once per day with a duration of two rounds per level of the familiar’s wizard.
61-75 The familiar can speak with animals (as per the priest spell) twice per day, provided that the animal spoken with is of the
same general family as the familiar. A black cat could speak with any feline, an owl or hawk could speak with any bird of
prey, a toad could chat with any other toadlike amphibian, and so on. (I know this stretches true taxonomic classification, but
let’s not nit-pick.) The familiar can question and gain answers from an animal spoken with, but it cannot obtain a favor or
exact some service, because this power confers no magical influence over the animal.
76-80 The familiar can spider climb once per day.
81-95 The familiar can call upon the aid of an unseen servant. An unseen servant can be summoned no more than once each day
and will serve the familiar for up to three turns plus one turn per level of the familiar’s wizard.
96-00 The familiar can detect one type of metal, mineral, vegetable, or other substance, such as gold, iron, coal, diamond, catnip,
wild berries, or eucalyptus (as the DM chooses). The familiar detects the substance if it is within a 30’ radius of the familiar.
This power can be used three times per day, with each use lasting one turn. At the DM’s option, the familiar may develop an
obsessive interest in the given substance. The familiar may desire to collect the substance to the exclusion of other materials
or forms of wealth, and may search for the substance it covets at inopportune times.

DRAGON 23
Table II

1d100 Special power


01-10 The familiar can use blur on itself once per day.
11-20 The familiar can affect its appearance in a way similar to the spell change self. The familiar can change its appearance with
regard to its fur, feather, or skin color, can mold body features in subtle ways, or can alter its size by up to 25%, but it must
retain its own essential animal form. A black cat familiar might make itself look like a smaller Siamese cat or a larger wild cat.
A screech owl might conceal its species by changing the color of its feathers or the shape of its head. A weasel might give
itself snow-white fur to blend in with a winter environment or dark fur to be less conspicuous at night. This power can be
used once per day.
21-25 The familiar can use comprehend languages once per day. This power does not permit the familiar to read a written message
unless the familiar has at least an intelligence of 10.
26-35 The familiar can detect evil once per day.
36-45 The familiar can detect invisibility once each day.
46-50 The familiar can grease a surface once per day.
51-60 The familiar can use the power of protection from cantrips on itself once per day, with a maximum duration of 24 hours.
61-75 The familiar can speak with animals of the same biological class as the familiar twice per day. A cat or weasel familiar could
speak with any mammal, a toad with any amphibian, a hawk or owl with any bird, or a snake with any reptile. This power,
again, confers no magical influence over the behavior of the animal spoken with.
76-80 The familiar gains the power to detect all concealed or secret doors within a 10-yard radius about the familiar for a period of
one round, similar in function to the wand of secret door and trap location except that traps cannot be located. The familiar
can use this power twice per day.
81-85 The familiar becomes endowed with a keen sense of direction, enabling it to identify true north with a 90% chance of accu-
racy. This power can be used any number of times. If the familiar incorrectly identifies south, east, or west as “north” (roll
1d6 to find the wrongly identified direction: 1-2 = south, 3-4 = east, 5-6 = west) on a failed 1d100 roll even once, the familiar
will continue to identify the wrong direction as “north” for the rest of the day.
86-00 The familiar becomes able to blend in with its surroundings with a 90% chance of success as if the familiar were wearing a
ring of chameleon power. The familiar, however, is unable to mimic the appearance of another living creature as detailed
under the ring’s second function. This ability can be used once per day with a duration of two rounds per level of the famil-
iar’s wizard.

The spells in this series each vary in second time if the first casting was spoiled. 70 on pages 114-115 of the 2nd Edition
effect and the cost of the chief material The familiar enhancer spells must be cast Dungeon Masters Guide can prove helpful
component with increasing spell level, but in successive order from the second-level when the DM needs to detail the charac-
they remain similar in all other respects. version to the ninth-level spell. Thus, famil- teristics of an NPC familiar.
When a wizard is ready to cast one of iar enhancer III cannot be cast before famil- The general animal qualities of the famil-
these spells, the wizard and familiar must iar enhancer II has been cast. If any familiar iar’s species are not lost, however, but are
go into-seclusion together for 72 hours. enhancer version is cast out of order or an expanded upon as the familiar’s personali-
They must stay within 10’ of each other enhancer in the series is skipped over, then ty matures. A black cat familiar might
throughout this time or the spell will be the most recently cast enhancer will not take grow into a sensualist with discriminating
ruined. effect. Again, the same enhancer version and expensive tastes in food and creature
The wizard must first light a brazier and cannot be memorized a second time without comforts, a crow might become a collector
use it to periodically burn herbs, gums, the aid of a wish. of gaudy gemstones and jewelry, and an
and spices throughout the spell’s duration. When a familiar enhancer is cast, the otter might develop a frolicsome personali-
In addition, the wizard must keep near his familiar receives one or more special ty combining a short attention span for
person a gem-encrusted statuette of solid benefits or abilities specified in the spell serious matters with a love for playful
gold depicting the familiar. The value of description or generated from one of five pranks.
this statuette is 1,000 gp multiplied by the tables of magical powers. The eight ver- The familiar also takes on the alignment
spell level; thus, the statuette for the sions in the enhancer series are described view and attitudes of its wizard, but not to
second-level familiar enhancer I spell costs here, followed by the five tables of as strong a degree. A familiar will always
2,000 gp, while the material component powers. retain a leaning toward the true-neutral
for the ninth-level version costs 9,000 gp. alignment as a holdover from its simple
The statuette is repeatedly anointed with Familiar enhancer I animal origin. If the wizard should some-
heated oils containing a bit of the fur, Level: 2 time undergo a radical alignment change,
feathers, skin, or claws of the familiar. With the casting of this first enhancer, such as from neutral good to neutral evil,
After the spell is cast, the familiar and the bond between familiar and wizard then the familiar for its own safety could
wizard must both rest for an additional 72 grows stronger. The familiar’s intellect be compelled to forsake its wizard. Pro-
hours to recover from the strain inflicted improves when this spell is cast, rising into tected by the wizards original deity, the
by the spell-casting. the low intelligence range of 4 + (1-3). The familiar does not suffer the loss of hit
Once a particular version in the familiar familiar can now think in the wizards points or any special abilities while it
enhancer series is cast, the same spell can native tongue and can communicate in remains separated from its wizard until
never again be memorized and cast by the words and simple sentences with its wiz- the crisis passes. The changed wizard, of
wizard. If a familiar enhancer is ruined ard through the empathic link they share. course, loses all special benefits bestowed
during its casting, the same spell version The familiar develops a personality that by the familiar’s presence until the famil-
cannot be memorized and cast again. Only seems almost human or demihuman in iar returns.
the power of a full wish can enable a character, possessing specific traits, likes, Finally, the familiar gains one special
wizard to use the same enhancer spell a dislikes, opinions, habits, and foibles. Table power from Table I.
24 May 1992
Table III

1d100 Special power


01-10 Once per-day, the familiar can change its appearance in a manner similar to the effect of the spell alter self. The familiar can
assume the form of only those animals the DM permits to become familiars in the campaign. A crow familiar might choose to
appear as a cat, owl, or toad, but not as a minimal, hyena, or imp if the DM forbids these creatures from becoming familiars.
11-20 The familiar can charm animals (as described under the priest spell, charm person or mammal) once per week, provided the
animal to be swayed is of the same general family as the familiar. A black cat familiar could charm a fellow feline but not a
canine or rodent. Up to 1 HD of animals for every two levels of the familiar’s wizard can be charmed, so a hawk familiar to a
10th-level wizard could affect up to 5 HD of birds of prey. The charmed animals will be under the familiar’s influence for one
turn per level of the familiar’s wizard.
21-25 Once per day, the familiar can fly by sprouting a pair of wings from its back, gaining all the flight capabilities bestowed by
the spell. If the familiar could already fly, its speed is increased by half again as much; thus, MV 12 becomes MV 18, MV 18
becomes MV 27, MV 24 becomes MV 36, etc.
26-40 The familiar can either use the power of invisibility on itself (50%) or use knock (50%), once per day.
41-50 The familiar can create mirror images of itself once per day.
51-65 The familiar can speak with animals of any nonmagical species up to three times each day.
66-70 The familiar can use the power of water breathing on itself once per week.
71-80 The familiar can locate the presence of any hostile creature within a 30-yard radius, similar to the function of a wand of
enemy detection. This sense can be employed once per day with a duration of one turn.
81-85 Twice per day for a duration of one round per use, the familiar can detect any traps—but not secret or concealed doors—
within a 10-yard radius sphere, comparable to the second function of a wand of secret door and trap location.
86-95 The familiar’s intellect is permanently raised into the highly intelligent range of intelligence of 12 + (1-2).
96-00 The familiar permanently acquires the ability to speak in a normal human voice and can converse in any language that the
familiar knows.

Table IV

1d100 Special power


01-10 The familiar can blink once per day.
11-20 The familiar can charm animals of the same biological class as the familiar, as described under the charm power in Table III.
A toad familiar to a 14th-level mage could charm up to 7 HD of fellow amphibian creatures, while a weasel familiar could
charm mammals. This power can be used once per week with a duration of two turns per level of the familiar’s wizard.
21-25 The familiar can delude others regarding its alignment once per day. The new alignment assumed by the familiar can even
come from a creature of animal intelligence, so the familiar could assume the neutral alignment of a common animal and
conceal its status as a familiar.
26-35 Once per day, the familiar can use hold animal against creatures of the same general family as the familiar itself (as detailed
under the priest spell). A cat familiar could hold a pair of lions with this power, and a snake familiar could keep immobile 1-4
boa constrictors or cobras.
36-45 The familiar can use item once per week. Only inanimate, nonliving matter can be affected with this power. The familiar
cannot alter an object in the possession of another, nor can another creature carry an object that was shrunk by the familiar
(the spell is dispelled if the object is touched). The sole use for this power is to enable the familiar to carry an object normally
too large for the familiar’s size and strength.
46-55 The familiar can use protection from normal missiles on itself once per week.
56-65 Once per week, the familiar can summon animals of the same species as the familiar, similar in effect to the spell monster
summoning I. Up to one such animal for every two levels of the familiar’s wizard will appear.
66-70 The familiar can use the power of tongues once per day, assuming the familiar is capable of human speech; if not, reroll this
ability.
71-80 The familiar can attain wraithform once per week.
81-85 If the familiar is capable of human speech, it can use the gift of glibness as described under the potion of glibness. This
power can be used once per week with a duration of one round for every level of the familiar’s wizard. If the familiar is not
capable of human speech, reroll this ability.
86-95 The familiar’s intellect rises into the exceptionally intelligent range with an intelligence of 14 + (1-2). The familiar is also treat-
ed as if having a wisdom of 15, so the familiar receives a +1 bonus to saving throws vs. magical attacks that affect the famil-
iar’s mind.
96-00 The familiar gains the power to polymorph itself into a human or demihuman form. Only one such form can be assumed by
the familiar, and the DM must decide the details of the familiar’s humanlike appearance (e.g., race, sex, height, weight, hair
type, eye color, apparent age, distinguishing features) when this power is bestowed. The familiar retains its current hit-point
total and innate intelligence when it polymorphs, but is otherwise treated as a normal person with AC 10, a base land-
movement rate normal for that race, and average values in all other characteristics. After assuming the form of a person, the
familiar loses all the special abilities and sensory powers of its animal form, such as the hawk’s power of flight or the toad’s
wide-angle vision. Because its enhanced senses are lost when in the form of a person, the familiar no longer grants its wizard
the +1 bonus to surprise die rolls. The familiar can change into humanlike form once per day and can maintain this form for
two turns per level of the familiar’s wizard.

26 MAY 1992
DRAGON 27
Table V

1d100 Special power


01-10 The familiar can charm any normal, nonmagical animal of any biological class. Up to 1 HD of animals can be charmed for
every two levels of the familiar’s wizard. This power can be used once per week and remains in effect for two turns per level
of the familiar’s wizard.
11-20 The familiar can use the power to dimension door once per week. Up to 200 lbs. of living or nonliving matter in the familiar’s
grip (claws, mouth, etc.) can be transported along with it.
21-35 Once per day, the familiar can use hold animal against creatures of the same biological class as the familiar (as per the priest
spell, hold animal).
36-45 The familiar can attain a state of improved invisibility once per day.
46-55 The familiar can use stoneskin once per month.
56-70 Once per week, the familiar can summon animals of the same general family as the familiar, in a fashion similar to the mon-
ster summoning spells. No more than 1d6 animals will arrive to serve the familiar, and each animal can possess no more than
3 HD. A black cat familiar could summon cheetahs, for example, but not tigers.
71-75 Once per day, the familiar can use a limited form of telekinesis. The familiar can move a weight of up to 25 lbs. at a rate of
10’ per round for the duration of this power (as per the spell). The familiar can telekinetically manipulate an object such as a
rope, lever, or key, as well. The familiar, however, can never expend all the power’s energy in a single round as wizards can.
76-80 The familiar, if capable of speech, gains vocal powers similar to those conferred by the philter of persuasiveness. The familiar
receives a +5 bonus to reaction rolls (assume the familiar has a charisma of 11 for such rolls). The familiar can also make one
suggestion when this power is in effect. This power can be called upon once per day with a duration of one round per level
of the familiar’s wizard. If the familiar is not capable of speech, reroll this ability.
81-90 The familiar attains a genius-level intellect of intelligence 16 + (1-2). The familiar is also handled as if possessing a wisdom of
16, giving the familiar a +2 saving throw bonus vs. magical attacks affecting the mind.
91-00 The familiar can polymorph itself into an animal of the same general family as the familiar. The familiar gains the natural
armor class of the new form, along with the form’s physical movement rate and attack routine. The size of the animal form
assumed cannot exceed roughly 10 times the weight of the familiar’s normal form. A 15-lb. black cat could assume the form
of, say, a 150-lb. leopard, but not that of a 600-lb. tiger. The familiar retains its own hit points, attack rolls, saving throws, and
mental abilities in its new form, but cannot use any familiar special power that is not a permanent endowment usable all the
time. Only the form of a natural animal can be assumed, not that of an unnatural monster. No more than one animal form
can be assumed for each use of this power. This power can be employed once per week with a duration of one turn per level
of the familiar’s wizard.

Familiar enhancer II 1d100 Special power Familiar enhancer VII


Level: 3 01-60 One from Table I Level: 8
The casting of this enhancer causes the 61-00 One from Table II
1d100 Special power
familiar’s intelligence to rise into the aver-
01-30 One from Table III
age range of 7 + (1-3). The familiar can
31-70 One from Table IV
now learn to communicate in other lan- Familiar enhancer IV
71-00 One from Table V
guages with patient tutoring by the wiz- Level: 5
ard, up to the maximum number of From familiar enhancer IV through
languages permitted by the familiar’s enhancer VIII, an intelligence gain is no
Familiar enhancer VIII
intelligence. The wizards native tongue, longer automatic. However, one or more
Level: 9
however, remains the language in which special powers are obtained with each
the familiar communicates with those of enhancer version cast, as noted. 1d100 Special power
its own species. The acquisition of certain 01-20 Two from Table III
special powers may enable a familiar to 1d100 Special power 21-50 One from Table IV
learn languages from someone other than 01-30 One from Table I 51-00 One from Table V
its wizard. 31-80 One from Table II
The familiar gains one more special 81-00 One from Table III
power with the casting of this spell, as Tables I-V describe the special powers
determined by a dice roll. that the familiar enhancer spells can be-
Familiar enhancer V stow upon familiars. Spell-like powers are
1d100 Special power Level: 6 assumed to have the same characteristics
01-80 One from Table I as the wizard spells of the same name.
1d100 Special power
81-00 One from Table II Where the power mimics the effects of a
01-20 Two from Table I
spell, the familiar is treated as being equal
21-40 Two from Table II
in experience level to its wizard when
41-80 One from Table III
Familiar enhancer III determining the range, area of effect,
81-00 One from Table IV
Level: 4 duration, or other aspects of the power,
The familiar’s intellect improves yet unless otherwise noted. These powers,
again into the very intelligent range of unlike spells, are used by the familiar only;
Familiar enhancer VI
intelligence of 10 + (1-2). The familiar can they cannot be placed or cast upon others.
Level: 7
now be tutored to read languages as well Most familiar powers are limited in the
as communicate them through the em- 1d100 Special power number of times per day or week they can
pathic link with its wizard. 01-20 Two from Table II be used, while a few are permanent bene-
The familiar also acquires another spe- 21-50 One from Table III fits usable all the time.
cial power as decided by dice roll. 51-80 One from Table IV
81-00 One from Table V Continued on page 88

28 MAY 1992
DRAGON 29
by Chris Hind

Two items of power from the land of Kara-Tur


Dragon bones item in casting a spell does not always Celestial Fury
Dragon bones (or oracle bones, as they cause the bone to vanish, be destroyed, or Many years ago, fierce tempests and
are sometimes called) are commonly sold become useless; it may be used a number fires ignited by lightning ravished the
in most apothecaries across Kara-Tur for of times equal to twice the age category of province administered by daimyo Hoshi
the relatively low price of 1-6 tael each. the dragon from which it came (roll 1d12 Katahiroi. The daimyo’s advisers, all re-
However, nearly all of these items are for random determination). Bones from spected shukenjas, soon divined that Na-
surely fakes, perhaps animal bones or older dragons have large surface areas on ture was not to blame, but a powerful
fragments of turtle shells. True dragon which to carve questions. If a dragon bone dragon of unknown type. Some of these
bones are the polished and enchanted is found as part of a hoard, it may have wise men suggested that the creature was
shoulder blades of Oriental dragons, and already been used in previous divinations an abomination; others believed it was
they would never be sold so cheaply if (DMs discretion; 1-4 suggested). born of primal chaos before Kara-Tur was
properly recognized. One of these en- A shukenja of 10th-level or higher may formed. All the advisers agreed to name it
chanted bones can aid a shukenja’s casting enchant a dragon bone if he has access to Celestial Fury.
of divination spells. Theoretically, the a deceased Oriental dragon’s skeleton. Yet daimyo Hoshi did not want to catego-
dragon’s spirit travels between the diviner Since the requisite bones are taken from a rize the scourge of his province; he want-
and a divinity, ensuring an accurate re- dragon’s shoulder blades, a shukenja may ed to destroy it. He commissioned the
sponse through its ties with the Celestial create two dragon bones from each drag- famed Chigatta—recluse, artisan, and
Palace. The process involves scratching a on. The bones must be cleaned, stained master of mystic arts—to construct a
question into the surface of the dragon with exotic oils (the ingredients for which weapon that might sunder the dragon’s
bone with a sharp stylus, then carving a cost 20 ch’ien), and polished. Since an spirit as well as cleave its scaled body.
groove next to the query. The next step Oriental dragon’s bones are magical by Chigatta’s labors resulted in the finest
involves touching the groove with a red- their very nature, the final enchantment katana imaginable, dubbed Celestial Fury
hot point that causes a maze of cracks to requires but a single casting of holy sym- after the beast it was fashioned to destroy,
spread across the bone’s surface. By inter- bol. The chance that the enchantment and enchanted with the power of flight.
preting the length and pattern of the “holds” is equal to 70%, plus 1% per level With this weapon, Hoshi sought his prov-
cracks, a shukenja learns the answer to his of the caster; the DM should roll this se- ince’s bane among the storm clouds.
question. cretly, with 90% being the maximum Shouts and roars resounded through the
A dragon bone adds 10% to the success chance of success. An unsuccessful en- heavens for days, and forked fire lit up the
of augury, doubles the duration of find the chantment results in a worthless item or— nights. At long last, Hoshi destroyed the
path, allows know history to be cast at on an enchantment roll of 00—cursed dragon’s body and trapped its spirit within
twice-normal distance, adds +1 to rolls on dragon bones. A cursed dragon bone his sword, merging the two Celestial Fu-
the omen Results Table, and is suggested functions identically to its correctly en- ries and imposing order over chaos. To
as a material component in powerful chanted counterpart but provides false finalize his victory, Hoshi had Chigatta
divination spells (to which it adds 10% to answers—sometimes (10% chance) a fashion a scabbard from the dragon’s hide
the chances of success). The complex warped version of the truth, often (80% of and embed its magic pearl in the hilt.
process involved in utilizing a dragon bone the time) a complete opposite to the cor- Yet the dragon had its revenge. Hoshi
takes one turn, which replaces the casting rect answer. was skilled in battle but weak of will.
time for all of the above spells. Using this XP Value: 500 Celestial Fury’s spirit took control of

30 MAY 1992
Hoshi, forcing him to slay Chigatta and bard, causing everyone within 10’ to save a shocking blow before the attack die is
then slay himself. The katana subsequent- vs. wands twice—once to prevent blind- rolled. A successful hit causes an addition-
ly disappeared (most likely, Hoshi’s griev- ness for 1d4 rounds, the second time al 20 hp electrical damage. If the blow
ing family discarded the traitorous deafness lasting 2d6 rounds. The wielder misses and the opponent wears metallic
weapon) and has perhaps changed many is immune to these effects, and characters armor, a second attack roll against AC 10
hands in the years since. who take suitable precautions (e.g., who is made; a hit signifies the opponent takes
Celestial Fury is a katana of excellent do not look at the wielder or who stop 10 hp damage from arcing electricity.
construction—a flexible but unbreakable their ears with cotton) save at +5. Celes- Opponents in nonmetallic armor must be
blade of razor sharpness, a hilt covered tial Fury is a +3 magical weapon with the struck for this power to work. Once
with comfortable leather, and a huge pearl following additional powers: called, the blow counts as one usage of
fixed at its end. The magical characters for —Storm gathering: Once drawn, Celes- shocking blow, whether or not it succeeds.
“celestial fury” are inscribed on the blade, tial Fury and its wielder are constantly —Lightning strike: Once per day, Celes-
which glows pale violet and crackles with surrounded by foul weather for a two- tial Fury may release a lightning bolt at a
electricity when drawn (5’ radius illumina- mile radius, despite the environment’s target within 240 yards, causing 10d6 hp
tion). The sword is sheathed in a scabbard natural tendency. This power has an effect damage.
of dragon hide, the slate-gray scales of similar to the sixth-level shukenja spell Flight: This power operates for four
which constantly flash with streaks of control weather except that the weather hours per day, at Mv 18 and maneuverabil-
silver, blue and violet. only gets worse—precipitation moves ity class B.
Only chaotic-good, chaotic-neutral, or toward cloudiness, winds become strong- Celestial Fury is a sentient weapon (intel-
chaotic-evil individuals may safely handle er, temperature is unaffected. This effect ligence 12, ego 9) of chaotic-neutral align-
Celestial Fury; others receive an electrical cannot be dispelled, though an anti-magic ment. It communicates its desires through
shock for 9 hp damage each round they shell will stop it. semi-empathy. Its thoughts revolve around
touch it. On compatibly aligned charac- —Booming thunder: Each and every causing foul weather and mindless exhibi-
ters, Celestial Fury bestows complete successful strike on an opponent causes a tions of power. It also seeks vengeance
immunity to all forms of lightning— deafening boom. While of lesser intensity against the descendants of Daimyo Hoshi
mundane and magical—and protects him than the sound resulting from Celestial and Chigatta.
and his possessions from wetness due to Fury being drawn, the thunder is suffi- XP Value: 3,000
fog or rainfall (even during a hurricane) ciently violent to stun an opponent for one
but not immersion. round unless he saves vs. spells.
Each time Celestial Fury is drawn, thun- —Shocking blow: Three times per day,
der and lightning explode from the scab the wielder may designate a given strike as

Artwork by Jim Holloway


32 MAY 1992
movies. Registration: $25/weekend preregis-
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$10/weekend. Make checks payable to Trigam-
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Box 4867, Walnut Creek CA 94596-0867; or call
Larry or Mike at: (510) 798-7152 Saturday
afternoons.

GAMEX ‘92, May 22-25 CA


This convention will be held at the Airport
Hyatt hotel in Los Angeles, Calif. Events include
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In order to ensure that all convention American Legion Northshore Post #331 in This convention, presented by the IFGS, will
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The information given in the listing must BLOODSUCKING CONTRAPTION ‘92 100840, Denver CO 80250; or call Collin at: (303)
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DRAGON 35
GLASSCON ‘92, May 30-31 NJ Registration: $4/weekend preregistered; $7/ include Diane Duane, Alan Gutierrez, Kristine
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(fees at the door will be higher). Events costs are and a games auction. Other activities include a
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Wind Gap PA 18091-0058. Proceeds will go to $5, with no game fees. Write to: Pegasus Games, This gaming convention, presented by ADF,
the Center for Exceptional Children at Glass- 6640 Odana Rd., Madison WI 53719; or call: Inc., will be held on the University of Maryland
boro State College. (608) 833-GAME. campus in College Park, Md. Events include
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MIGSCON XIII, May 30-31 ORGANIZED KHAN-FUSION IV Registration: $16/weekend preregistered; $22/
This historical gaming convention will be held June 20-21 PA weekend or $10/day at the door. Write to: ADF
at the Holiday Inn in Hamilton, Ontario. Events This convention will be held at the Embers in Inc., P.O. Box 91, Beltsville MD 20704-0091; or
include WRG*, DBA*, ASL*, and BATTLETECH* Carlisle, Pa. Activities include AD&D® games, a call: (301) 345-1858.
games. Other activities include Napoleonics, railroad tournament, dealers, a miniatures-painting
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to: MIGSCON, c/o Apt. #8, 142 Caroline St. S., fees vary from $6-10. Write to: M. Foner’s Games Hosted by the Royal Gaming Society of Day-
Hamilton, Ontario, CANADA LSP 3K9; or call Only Emporium, 200 Third St., New Cumberland ton, this convention will be held at the Univer-
Brian at: (416) 525-7730. PA 17070; or call: (717) 774-6676. sity of Dayton in Dayton, Ohio. Events include
RPGA™ tournaments, with AD&D®, GURPS*,
LAGACON 14, June 6 PA ARCON 8, June 26-28 PENDRAGON*, CALL OF CTHULHU*, RUNE-
This convention will be held at the Fraternal This convention will be held in the Vilhelm QUEST*, PARANOIA*, and ROLEMASTER*
Order of Eagles Hall, 116 N 8th St., Lebanon, Pa. Bjerknes building of the University of Oslo in games. Other activities include DIPLOMACY*,
Events include AD&D®, BATTLETECH*, and Oslo, Norway. Events include AD&D® champion- STRATEGO*, TALISMAN*, AXIS & ALLIES*, and
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ALLIES*, TWILIGHT 2000*, and SUPREMACY* MERP*, PARANOIA*, ROLEMASTER*, RUNE- and SF miniatures games. Registration: $10
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Lebanon PA 17042; or call: (717) 274-8706 week- miniatures-painting competition, WWII minia- ALOHACON ‘92, July 4 HI
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by IMO until June 13; NOK 175 at the door. the campus of the University of Hawaii. Events
TANELORN ‘92, June 6-8 Write to: ARCON, P.O. Box 46, Blindem, N-0314 include role-playing and war games. For more
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Gardens Convention Centre in Robertson, 56-39-45. nes, 720 Morton Dr. #117, Honolulu HI 96819.
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BATTLETECH*, TALISMAN*, SPACE CRU- LEGACY ‘92, June 26-28 TX DRAGON CON ‘92, July 17-19 GA
SADE*, DIPLOMACY*, and CYBERPUNK* This convention will be held at the Comfort This convention will be held at the Atlanta
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sions in individual rooms. Write to: Club Tane- Events include the MechForce Southwest Re- include Raymond E. Feist, George R.R. Martin,
lorn, GPO Box 2148, Brisbane, Queensland 4001, gional BATTLETECH* tournament, gaming, Forrest J. Ackerman, L. Sprague de Camp,
AUSTRALIA; or call: 0011-61-7-209-7336. speakers, miniatures-painting contests, a movie Margaret Weis, Tracy Hickman, Phil Foglio,
room, a dealers’ area, and an auction. Special Ralph Bakshi, Denis Beauvais, Robert Anton
MOBI-CON ‘92, June 12-14 AL hotel rates are available. Registration: $10/ Wilson, Dr. Timothy Leary, John Byrne, Chris
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fit the Penelope House shelter for abused wom- call our 24-hour hotline: (214) 601-9032 and gaming, with panels, seminars, a writers’ work-
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seminars, videos, and gaming. Registration: Embassy Suites hotel, in San Luis Obispo, Calif. $35/weekend at the door (RPGA™ Network
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ST. JOSEPH VALLEY GAMERS CON ‘92 and a miniatures-painting contest. For more
June 12-13 IN information and costs, write to: P.O. Box 4526, ECONOMYCON VI, July 17-19 AZ
This convention will be held at the IUSB San Luis Obispo CA 93403. This convention will be held at the Campus
campus in South Bend, Ind. Events include an Village West Shopping Center in Phoenix, Ariz.
RPGA™ tournament and role-playing, board, and CAPITAL CON VIII, June 27-28 IL GMs: Come and run your board, miniatures, or
historical- and fantasy-miniatures games. Other This convention will be held at the Prairie role-playing game. Prizes will be awarded to the
activities include demo games, a flea market, a Capital Convention Center in Springfield, Ill. best referees. Other activities include a miniatures-
dealers’ area, raffles, contests, and door prizes. Activities include RPGA™ Network tournaments; painting contest and door prizes. Registration:
For more information and costs, send an SASE role-playing, board, computer, and miniatures Free. Call the Roaming Panther Game Company at:
to: St. Joseph Valley Gamers, 121 W. Colfax, games; a miniatures-painting contest; and a (602) 820-2083 or (602) 547-0239.
South Bend IN 46601. game auction. Registration: $10/weekend, in-
cluding game costs. Write to: CAPITAL CON VIII, MEMPHIS FANTASY CON ‘92
CONFIGURATION III, June 13-14 OK c/o Tom Lawrence, 2557 Somerton Rd., July 17-19 TN
This convention will be held at the Days Inn in Springfield IL 62702. This convention will be held at the downtown
Tulsa, Okla. Events include AD&D®, D&D®, Radisson hotel in Memphis, Tenn. Guests include
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SHADOWRUN*, and STAR TREK* tournaments, July 2-5 TX Sears. Activities include an art room, a dealers’
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tures games, open gaming, and a video room. Park Central hotel in Dallas, Texas. Guests gaming. For more information and costs, write

36 MAY 1992
to: MEMPHIS FANTASY CON, 4730 Poplar #2, movies, and a dealers’ room. For more
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activities include an auction, a painting contest,

38 MAY 1992
short episode surprised me. Here was a
foreign warship openly hostile to a visiting
ship from a neutral power within waters
under Bellayne’s control. Even so, the
vessel came and went with total impunity,
like a privateer.
Nyxmir 26: Xerdon returned from
Leominster alone, riding a curious crea-
ture that was part horse and part cat. He
bore news from the queen. He could not
meet her directly, but her advisor told
Xerdon I was invited to a hunting party
tomorrow, at the palace of Uxington.
Xerdon felt a certain suspicion of us on
the part of the rakasta establishment, but
the hunting party seemed legitimate, since
many at the court were chatting about it
when he arrived. It was an event, planned
weeks ago, that no self-respecting noblecat
at the court would miss. I accepted the
invitation and steered northwest, inland,
toward the royal palace.
Nyxmir 27: We arrived late in the
morning. Many noblecats, the queen, and
her retinue had arrived the day before.
Rakasta ladies played with wool balls on
the front yard, and noblecats took lazy
strolls in the palace’s many gardens,
watching the birds in the trees. Others
quietly catnapped near the fountains,
by Bruce A. Heard purring in the warm sun or casually play-
ing with the fishes. An occasional guard
This series chronicles the adventures of Nyxmir 24, AY 2001: After Raman’s patrolled the area. The atmosphere was
an Alphatian explorer and his crew as return from beyond, I decided to quietly very relaxed.
they journey across the D&D® Known drop Xerdon at the gates of Leominster I came with Myojo in hopes that his
World in their skyship. The information during the night. I then ordered the Prin- presence would ease the suspicions I ex-
herein may be used to expand D&D cam- cess Ark back to Malburn Castle, where pected from the queen. Soon after our
paigns using the Gazetteer series. she was made visible again, 300’ above a arrival, we were shown to our quarters.
lighthouse. Xerdon would announce my Hunting horns echoed through the hall-
visit at the palace. I hoped that everything ways early in the afternoon, and everyone
would work out well. gathered in front of the palace. Servants
Nyxmir 25: A Vilaverdan warship held the mounts while noblecats climbed
sailed by and attempted to attack our onto their saddles. At last, the queen ap-
vessel. Its ballistae could not reach us, and peared with her guards. Hunters brought
soon our foe made for the open sea. This the dogs, then played a hunting song on
great brass horns. Everyone was ready. then,” she declared, “You must resolve worth described as a lowlife working for
The queen rode up to me. “We are your quarrel in a civilized manner. It is the Oldsbury Sun, a rival guild. The body-
pleased to see you among us, Prince,” she our wish that you compete in the upcom- guard was arguing vehemently with the
said, then glanced at Myojo for a moment ing Tatterham-Glenswych Derby. He who “lowlife” about the sun symbol painted
and frowned. She then looked back at me arrives before the other will decide who over Kitahara’s clan colors on their char-
and added with a smile, “We hope you will must leave.” iot. The envoy was not amused, and I
enjoy the hunt. The fox has been found.” The brass horns sounded in the dis- sympathized with him.
She then rode toward the other noble- tance. “Your Majesty.” said the old duke, Horns echoed in the streets; the race
cats, and everyone lined up with her. “we mustn’t miss the quarry.” was about to begin. The crowd massed
That’s when I heard a low hiss nearby. “Very well. Carry on, Milords!” along the route, forming dangerously
Myojo and I turned around and faced an Nyxmir 28: Tatterham lay just a stone’s narrow passages for the chariots. At last,
unexpected problem. There, riding a large throw from Uxington Palace. A great the Tymes official waved the starting flag.
sabre-tooth tiger, was a visibly angry ra- crowd occupied the center of Tattterham The crowd cheered. With wild cries, the
kasta dressed in every way like Myojo. before the race, and many chariots with charioteers urged their chariots lurched
This was no Bellaynish noblecat. It seemed those strange cat-horse creatures cluttered forward and raced en masse down Tat-
we had just encountered an envoy, per- the streets. Admirers asked questions of terham’s main avenue before separating
haps an ambassador from Myojo’s home- their favorite drivers and placed wagers. into smaller groups to take the side
land, the moon Myoshima. And he Every charioteer bore a banner represent- streets. Fortunately, Puttsworth proved an
obviously recognized Myojo, who was now ing his master, including representatives excellent guide.
regarded as a traitor by his people. from every dominion of Bellayne as well as Soon, we reached the fields outside the
The hunting horns bellowed again, and Vilaverdans, Texeirans, elves from the town. Puttsworth opted for a northern
the dogs were released. Everyone rushed Barony of Savaria, tortles from Dunwick, route through Uxington Woods. It was a
after the pack. An old rakasta noblecat, Avarican bards, and participants from dangerous passage because of the giant
whom I was later told was Duke Purceval Slagovich, Gargona, and faraway Yavdlom. rats, but it was otherwise shorter than the
of Pawcester, rode at my side for some The queen’s team arrived, resplendent trip through Wallingford and Theeds. I
time. “Her Majesty is in a joyful mood with its six-mount turn-out and a red-and- noticed Kitahara’s chariot several hundred
again!” he said, laughing. “Today she decid- gold chariot. yards ahead of us. He, too, had chosen the
ed to hunt the fox. This is meant as a Our rival, the Myoshiman envoy, arrived forest route. This would be a tight race.
joking insult to the King of Renardy.” just as we applied to enter the race. The Before long, we heard shouts ahead. The
“How so?” I asked. whole thing had been organized by the Myoshiman team had run into a large pack
“King Louis’s symbol is the fox!” he an- Leominster Tymes, a guild of minstrels of giant rats. All three rakastas were tear-
swered. “This is a bit unexpected, though. interested in creating a new sensation in ing through the rodents with their swords,
Her Majesty usually does this when a the kingdom, some sort of traditional but it was certain the rats would soon get
Renardois ambassador comes on a visit, event that would take place every year. the upper hand if we did not intervene.
but I don’t see any lupin among us.” The grand prize was 500 pounds of gold Surprised, both Puttsworth and Myojo
Avoiding this latest topic, I asked, “What and a seat at the queen’s banquet. gazed at me when I decided to help our
do you normally hunt?” Our first difficulty was to find a chariot rivals out. But they followed my lead and
The duke turned and gave me a blank and suitable mounts—or so I thought, until drew their weapons, and soon the squeak-
stare. “Well, what else? The giant rat! They a minstrel walked up to us and proposed ing, crawling mass was reduced to cat
infest Uxington Woods. That’s why the an arrangement. He represented the food.
palace was built here.” Theeds Royal Heralds, a rival of the With the battle done, Kitahara grunted
Of course. Why did I even bother to ask? Tymes. He could make a chariot available and bowed briefly. With a haughty expres-
The hunt went on until I discovered Myojo provided that we would take him with us sion on his face, he motioned us to pull
no longer rode behind me. The Myoshi- on the race. He would act as a storyteller ahead, his way of being thankful. As we
man envoy was also missing. After riding extraordinaire, observing all that hap- drove away, Puttsworth murmured (prac-
around the woods with the duke, I finally pened during our journey in order to later ticing for later recital; I thought), “And so,
found them, facing each other with entertain those people who couldn’t come in the name of fair play, the noble prince
swords poised for a duel. Neither of them themselves (the guilds were not permitted of Alphatia came to the help of his rival,
paid any heed to my words. The last thing to join the race on their own). perhaps at the cost of his own victory. In
I wanted was to lose Myojo or create a We later received an invitation from the response to this gesture, Lord Kitahara
diplomatic incident at the queen’s palace. duke of Pawcester to stay at his palace for stepped aside to show his gratitude. The
As I considered what magic would stop the night, where we briefly ran into the race went on.”
them both, the queen rode up to the Myoshiman envoy. Myojo later explained Rather than doing all that in the name of
scene. the envoy belonged to the Kitahara clan, fair play, I was hoping to gain an edge on
“It seems we arrived just in time. Now, which was related to the Myoshiman Kitahara. He owed us one now. Perhaps
now, gentlecats. We do not wish to see emperor. The envoy certainly knew all this could help defuse our dispute. I had
violence on such a nice day. And we do about the history behind Myojo and his no quarrel with Myoshima, and neither
not permit duels in Bellayne,” said she. defection to a human’s service, and our did Myojo. He had not meant to betray his
“Your Majesty,” answered the Myoshiman meeting was cold beyond what little for- masters by becoming my bodyguard and
envoy, “This wretched individual is a trai- malities were exchanged. friend.
tor in Myoshima. This is a question of Amphimir 1: We found Puttsworth, We reached the village of Rockburn later
family honor. Allowing him to go freely in our minstrel from the Theeds Heralds, and that night, where we rested.
your kingdom would be an insult to our our chariot. The latter had been freshly Amphimir 2: We left Rockburn early.
emperor.” painted with the Haaken colors, to which Late in the day, we finally reached Olds-
The queen looked at me with inquisitive Puttsworth had added those of his guild. I bury. All would have been fine except that
eyes. I intervened, “My guard Myojo has wasn’t enthused about the clashing and a band of ruffians grabbed our mounts
acted wisely and bravely in a difficult somewhat disrespectful result, but it was a and attempted to push us off the chariot.
situation. He has remained an obedient bit late to do anything about it. All partici- As we fought, Puttsworth shouted these
and faithful servant of Imperial Alphatia. I pants had gathered at the starting line by were supporters of the Oldsbury Sun who
see no need for retribution, Your Majesty.” early in the afternoon. were going a bit too far to ensure their
The queen was clearly embarrassed and We saw Kitahara, his Myoshiman body- team’s victory. Kitahara arrived about then
couldn’t make a decision either way. “Well, guard, and another rakasta whom Putts- and brought his chariot to a halt. The
DRAGON 43
lowlife riding with him vehemently ex- Puttsworth then noticed all three of us friends.
horted the Myoshiman envoy to move humans watching him. “Oh. Sorry,” he Myojo had earned some respect from
along, but he just stood there, coldly look- said. He released the fly, which pitifully the envoy. Kitahara would not show it—he
ing at the supporters. They quickly got the crawled away for its life, and returned to couldn’t—but I knew Myojo had scored
message and let go of our chariot. his spot near the fireplace. Myojo looked points. The envoy bowed slightly and
I guess Kitahara was simply returning away, innocently licking at his paw. The returned to his quarters. No other event
our previous day’s favor, a debt of honor. other rakastas looked as if nothing at all interrupted the night.
Well, then, I could only show the same had happened. Amphimir 5: By sunrise, our chariots
attitude and motioned him to go on ahead Cats. I should have known. had already begun the last part of the
of us. He lifted an eyebrow, grunted Amphimir 4: Thanks to Puttsworth’s race, thundering down the trail toward
haughtily, and rode away with his team guidance, we avoided Norchester altogeth- Glenswych. It was a wild dash to get the
without a word or a smile. Nevertheless, I er and cut overland toward the Felfolk lead. Chickens, geese, and other small and
began to understand how to deal with this trail. This allowed us to catch up with the unwary farm animals were mercilessly
Myoshiman. He was all honor. derby’s leaders. We reached Felfolk just trampled on the road. Peaceful peasants
“I say! I can’t believe this! How could after nightfall; this was a small village, turned into a furious mob when a hay
you?” argued Puttsworth. with a few hundred people at most. All of wagon was run off the road into a muddy
“My dear sir, courtesy goes both ways. us ended up at Felfolk’s sole tavern. No pond by the wild chariot horde racing
Bellayne is, after all, the land of leaky roofs this time, and at least we had down the road. Whips cracked with grow-
sportsmanship-isn’t it?” I said. some decent, warm food. The innkeeper ing rage as the town drew nearer.
“Oh . . . well, never mind,” he answered. served beer, cider, port, and tea, with milk On the last mile, the tortle team cut
Amphimir 3: We were still riding our for the younger rakastas. We enjoyed a far ahead of my chariot, sending it off on a side
chariot after nightfall when rain began to more relaxed atmosphere for dinner than path. Before we could get back on the
pour. Soaked and exhausted from our at the “haunted” cottage. track, our mounts bolted toward a small
journey, we finally stopped at an old tav- The Earl of Penwick had thoughtfully farm. Thinking we had found a short cut
ern just past Bromstow. Several chariots sent men-at-arms from Norchester to toward Glenswych, Kitahara steered after
were stopped at the front, left there by ensure the safety of the derby participants us.
other competitors who had decided to and their mounts. This relieved us of the Our wagon flew over a bump in the
rest, too. need to watch the chariot and allowed a path, knocking us all off balance. Out of
The old tavern was a large, abandoned good night’s rest. The final stretch of the our control, our mounts then headed into
structure at the edge of a dark wood. It race would take place the next day, so we a series of large coops, flinging into the air
had a dozen rooms on the upper floor and would have to get up early. Everyone thousands of-mice! We were crashing
a single large room on the ground floor. wandered back to their rooms or to a spot through a large mouse farm, ruining
Water leaked through the rotten thatch. near the fire in the main room. months-worth of the breeding and rearing
Between cobwebs, dust, and darkness, the Half-asleep in the middle of the night, I of fat market mice. A few yards from us,
place bore a sinister look. Rumors had blinked and saw Myojo sit up and watch Kitahara’s chariot created its own wave of
warned of the existence of many haunted something intently. “Leave that fly alone, destruction, ruining hundreds more of the
mansions in Bellayne, indicating something Myojo,” I muttered. fragile cages. In the wake of the horren-
odd about this kingdom. He slowly unsheathed his sword, which dous pandemonium, Puttsworth grabbed a
An Avarican bard roasted a hunk of wild lay by his bedside. “No, Haaken-San. No terrified mouse that clutched his sleeve. “I
boar in the fireplace, while a Gargonan fly. Someone creeping in hallway.” he say—a Glenswych mouse. What a treat! I’ll
chariot driver played his lute. Several breathed. We both got up at once. save it for later.” He stuffed the hapless
people later moved upstairs while their He tip-toed to the door, with me close farm rodent into his pouch.
teammates remained in the main room. behind, and opened slowly it a crack. The good news was that we did indeed
Our small group began to wind down, Right across the hallway, three rakastas open a short cut to Glenswych. The bad
quietly keeping a close watch on each wearing dark outfits and red steel claws news was that Kitahara’s chariot took the
other as the fire dimmed to crackling were furtively entering Kitahara’s room. lead. A few hundred yards away was the
embers. Lightning soon flashed outside, Myojo gazed at me for a moment, and I finish line. Puttsworth, in sudden fury,
and the wind howled as a thunderstorm motioned him to go in. He quickly nodded whipped his mounts in hopes of catching
rocked the night. A window shutter began and went after the nocturnal visitors— up with Kitahara. I could hear Kitahara’s
to rattle. The wooden ceiling creaked. I who turned and saw him, their blades lowlife exhorting his mounts just as
had difficulty falling asleep, my gaze wan- drawn. rudely. The rest of the pack appeared
dering the room. Almost instantly, the sound of the fight around a corner just behind us, skidding
Then I noticed Myojo’s sudden attentive- awoke the inn’s patrons. It was brutally on the street’s cobblestones and madly
ness. He opened his eyes wide, his ears fast, with the three intruders against the jockeying for third place.
pointed up. Other rakastas copied him, two Myoshimans and Myojo. Kitahara’s Suddenly, a bump on the street crushed
staring at something in the air near the bodyguard was badly wounded, but Myo- a wheel on Kitahara’s chariot. It skidded
chandelier. The Avarican, the Gargonan, jo’s intervention undoubtedly prevented wildly, sending the lowlife hurling into the
and I looked at each other. Our daggers Kitahara’s death. Before I could get off a packed crowd. Kitahara hung on desper-
slowly came out. spell, the three intruders were dead, and ately to his uncontrolled chariot. As our
Kitahara’s lowlife then leaped onto the Myojo and Kitahara were tending to the chariot rushed past, Myojo grabbed the
table, evidently trying to reach some invis- bodyguard. envoy and pulled him free just before the
ible creature. Whatever it was came near The constabulary arrived almost imme- latter’s vehicle slammed sideways into a
Myojo, who tried to paw it. Kitahara’s diately afterward. The sergeant examined building and was smashed to kindling. The
bodyguard then sprinted across the room, the aggressors and declared these were crowd went wild as we flew past the
almost running into the front door when outcast rakastas, probably spies, from finish line.
he slipped on the wet tiles. Puttsworth, Leãoça, a Vilaverdan colony to the south. The queen’s trumpet sounded the end of
poised to leap with an expression of utter These three were wanted in Bellayne for a the race. Supporters of both the Theeds
excitement on his feline face, suddenly previous assassination. Why they attempt- Heralds and the Oldsbury Sun carried all
trapped something on the floor with his ed to eliminate Kitahara? I suspected Vi- four of us on their shoulders. It seemed
paws. laverde’s ties to the Heldannic Knights had both our teams had won! Kitahara briefly
I threw aside my blanket and moved in something to do with this. After all, gazed at me, rather embarrassed. The
close to see . . . a fly. A fly? Heldann and Myoshima were not exactly crowd transported us all the way to the

44 MAY 1992
queen’s stand, in front of the Abbey of him a pleasant stay in beautiful Bellayne.” citizenry have allowed Bellayne to prosper.
Kittings. Old Duke Purceval raised his cup, “Here! Lupins and rakastas competed in the
“Well, then,” she declared solemnly, “we Here! To the victors!” past for territorial control of the Yazak
do hereby pronounce both the honorable Despite Kitahara’s continued relative steppes, their common ancestral lands.
teams of Alphatia and Myoshima the win- coldness, this turned out to be a memora- Although presently at peace with the
ners of the derby! Both parties are there- ble banquet. At last, I had managed to Kingdom of Renardy, the two nations have
fore summoned to the royal banquet this speak with the queen about warranties for remained somewhat suspicious of each
night.” future Alphatian tradesmen when a cer- other. It is because of the mutual goblin
Nice—but this did not resolve our prob- tain farm mouse—newly escaped— threat in the north that both nations have
lem. None of us had lost, and so no one interrupted our conversation, scampering remained at peace. Over the years, the
could expel the other from Bellayne. I across the long banquet table. I dare say Bellaynish have developed at taste for
wondered how the queen would solve our Her Majesty got somewhat distracted and Renardois wines, which the latter trade
little dilemma. even took a few royal stabs at the run- for Bellayne’s excellent wools, tea, liquors,
The Leominster Tymes provided Kita- away rodent. A hail of forks followed and coal. A community of dwarves has
hara and I with 250 pounds of gold each. immediately, all the way down the table, successfully established itself in Bellayne
We donated our prizes to the “mouse until the poor thing leaped from the table after an explorer discovered “black rock”
farmer” on Kittings Road whose livelihood and disappeared into a hole in the wall. deposits in Penwick. They found the rocks
had been so totally ruined as a result of After giving Puttsworth a very stern look, could burn for a very long time, and thus
our crazed passage. The crowd applauded, I managed to regain the queen’s attention. begun to mine the deposits for a profit.
and we were carried to the lord bishop’s Our mission was soon over. We had The coal became particularly useful in
residence. discovered first hand the beauty and char- metal working.
The banquet was served later. I cared acter of Bellayne. A message was sent to Perhaps the greatest innovation of the
little for the boiled slice of “stuffed giant the Princess Ark, summoning her to Kit- Bellaynish came from their traditional
rat stomach Uxington,” a delicacy in Bel- tings. We were on our way a few days entertainment. Bellayne harbors a series
layne. The typical social conversations that later. Without a doubt, that Puttsworth of illustrious companies of heralds. These
could be expected at a royal banquet fellow would have a few interesting sto- are guilds of minstrels whose goal is each
seemed to go on forever. I caught Putts- ries to tell his compatriots after our depar- to witness amazing and spectacular events
worth casually toying with his farm mouse ture. Perhaps I should have asked for a in Bellayne and in the world, then travel
between two courses. The local conversa- fee. the countryside to relate these stories to
tion on our side of the table came to a halt To be continued... the common folk. For this, the minstrels
when all the noble rakastas begun staring developed a special magic inspired by the
at the appetizing rodent, hoping it would The Kingdom of Bellayne wizards’ phantasmal force spell. Depend-
perhaps run away—toward them. Putts- Bellayne— Capital: Leominster (pop.: ing on their skill and experience, the min-
worth noticed my disapproving look. 71,300—mostly rakastas, humans, some strels can create images and sounds to
“Oh—so sorry,” he said, pocketing the demi-humans and tortles); ruler: Queen depict what they have witnessed. The
animal. Catherine I “The Lioness,” daughter of the better the minstrel, the better the pictures
Shortly afterward, the queen raised her late King Lionel I of Dorsythe (queen’s and sound, and the more pictures that can
hand. “The time has now come to solve a domain includes the communities of Chan- be remembered. A true master can even
quarrel.” The banquet’s hurly-burly died sea, Chatsworth, and Bromstow); patron: animate the images to a degree.
out in the background, everyone now Pax Bellanica. The common folk rely on the guilds to
staring at both Kitahara and I. “Fate has The original people of Bellayne were entertain them and keep tabs on the
decided to make both of you the winners rakastas. Like their eastern neighbor and world. Depending on the whim of a min-
of this race. Gentleman and gentlecat, the rival Renardy, Bellayne folk were pushed strel and the importance of a story, guilds
choice is now yours. You may both leave at back toward the coast by the invading can charge quite a bit of gold to give the
once and never return to Bellayne, or both goblins of the steppes. A great tribe of news. Several guilds now compete for the
remain at peace in our kingdom. We shall savage rakastas eventually settled that best stories to tell; among the greater
not tolerate any foreign quarrel within region and established what is now mod- guilds are the Leominster Tymes, the
our land. You both have proven your ern Bellayne. In time, a feudal system was Oldsbury Sun, and the Theeds Royal Her-
courage and your honor in this memora- created with a king who was served by a alds. The guilds seek new talent among the
ble race. In our eyes, you are both worthy strong clergy and many proud noblecats younger Bellaynish folk, educate them in
of our royal respect and welcome.” and knights. the arts, and finance expeditions and other
Rakasta noblecats sitting at the table Many rakasta tribes still roam the vast exciting endeavors. In return, the profes-
muttered for a moment, nodding their Yazak steppes. The people of Bellayne view sional minstrels pay a large portion of
approval of the queen’s approach. It was these warriors as brave and skillful, but their income to the guilds.
the only possible decision. Lord Kitahara nevertheless savage. When a nomadic These guilds are so eager to make the
then stood up and curtly announced, “The tribe faces great hardship, Bellayne always news they will often organize spectacular
presence in Bellayne of the Lord of offers solace and protection as long as the events or send some of their best min-
Haaken is acceptable to us.” He bowed tribe settles inside the kingdom and adopts strels on amazing adventures across the
ever so slightly in my direction—and in its “civilized” ways. Very often, this means world. One of the most exciting events
Myojo’s, which was most amazing. This relocation to the forest of Wyndham that these days has been to send minstrels to
meant personal respect from a lord to- Queen Catherine I, the present monarch, explore the “savage” lands in the southern
ward a member of lower social standing. plans to deforest some day in favor of continent. Another activity of the guilds is
By Myoshiman standards, this was almost farming. Unfortunately, the fierce people to handwrite illuminated manuscripts and
unheard of. of Wyndham, hunters and foresters at sell them to the nobility in Bellayne and
It was my turn to repay the courtesy. “It heart, oppose the plan and have revolted other kingdoms.
was an honor and a pleasure to race by the many times against the monarchs auto- Bellayne developed land trade with
side of Lord Kitahara’s courageous team, cratic rule. Wyndham is often thought of Renardy and other kingdoms with the
and we, the representatives of Her Imperi- as a dangerous bandit haven by the com- “help” of Vilaverdan sea traders. Vilaverde
al Majesty of Alphatia, hope that our jour- mon Bellaynish folk. established a colony south of Bellayne, its
ney remains a sign of friendly So far, the Bellaynish have succeeded in goal to control naval access to Theeds
sportsmanship for all. We are satisfied keeping the goblins at bay. An organized more than anything else. Queen Catherine
with Lord Kitahara’s decision and wish defense of its land and a disciplined, loyal views Vilaverde’s colony of Terra Leãoça

46 MAY 1992
(pronounced: lea-ON-Sa) as a mixed bless- of one’s way. She’s a favorite of warriors ing at doors, etc.) as a thief of the same
ing. The Vilaverdan quasi-monopoly of sea and those who believe the rakasta culture level. Their sense of smell isn’t very sharp,
trade in the region is costly at best for Bel- to be naturally better than any other. so rakastas do not have the lupins’ track-
layne. Some call her Vanya. ing ability. Rakastas have increased Dex-
Vilaverde maintains a strong military Kagyar: This “foreign” dwarven Immor- terity (+2 when the character is created,
presence at the Rock of the Cats, a very tal was primarily followed by dwarves in up to a maximum Dexterity of 18). Rakasta
large fortress and port of Leãoça that Penwick and northern Furfield; its follow- PCs retain the use of their natural claw/
includes Torreón swordsmen and rakasta ing then grew among rakasta coal miners claw/bite routine in combat (1-2/1-2/1-4) or
outcasts. Bellaynish rakastas show out- working with the dwarves. Being the only can use one weapon other than war claws
standing seamanship, but sarcastic Vilaver- male in the rakasta pantheon, he became a (a single attack).
dans contend that this is due entirely to favorite among “macho” rakasta males
the rakastas’ strong dislike of water and with an axe to grind against the stuffy Bel- War claws
the amazing ingenuity they show to avoid layne philosophic establishment. Rakasta warriors, especially nomads
sinking into it! Indeed, very few rakastas from the Yazak Steppes, use war claws.
master swimming skills, but rakastas still Lupin & rakasta PCs These are steel claws that increase the
remain without peer when it comes to Lupins can be played using normal damage of natural claws to 1d4 hp each;
fishing. human character classes (including druids, they cost 12 gp each (or 120 gp if silvered),
paladins, mystics, etc.). Each starts with with an encumbrance of 20 cn each. In-
Dominions of Her Majesty 2 HD at first level, using the type of dice crease the base damage of red steel claws
Duchy of Pawcester— Capital: Tat- corresponding to the chosen character by +2 points each; these cost 36 gp each
terham (pop.: 13,700, rakastas, humans, class, and a one-time penalty of -2,000 XP but have half the encumbrance. For de-
elves); ruler: Lord Purceval “The Iron that must be overcome before any of the tails, see the War Claws Weapon Mastery
Clawed.” son of Sir Hume-Archibald class abilities can be used. The lupin suf- Table.
Whitwell; typical NPC: rakasta knight; fers a permanent 30% experience penalty
patron: Belbion. (rounded up to the nearest 100) on all Rakasta land strider
Earldom of Penwick— Capital: Nor- experience points gained thereafter during This is a breed of mount created by
Chester (pop.: 12,800, rakastas, dwarves, adventures. For example, a 1st-level magic- Bellaynish wizards, because normal horses
halflings); ruler: Lord Mortimer “The using lupin gains an extra 1d4 hp in addi- usually become skittish in the presence of
Defiant,” son of Sir Edward Hillsborough; tion to his initial 2 HD when reaching 2nd rakastas. Land striders are half-lion
typical NPC: rakasta coal miner; patron: level; he must have first gained 2,000 XP (front), half-horse (rear), and stand about
Kagyar. to qualify as an apprentice, then 3,600 XP the size of a normal horse. They are in
Earldom of Theeds— Capital: Theeds- (-30% penalty = 2,500 XP) for 2nd level. every respect similar to hippogriffs, except
upon-Blythe (pop.: 52,400, rakastas, hu- Lupins are limited to an Intelligence and they have no wings and cannot fly. Land
mans, elves, halflings); ruler: Lord Rodney Wisdom of 17 and must respect all limita- striders are natural enemies of hippo-
“The Intrepid,” son of Sir Winston tions that are normally part of the chosen griffs. Rakasta knights generally prefer
Gladsworthy; typical NPC: rakasta mer- human class. They have no level limitation; striders because they are fast. Unlike
chant or fisherman; patron: Felidae. Constitution adjustments apply only once traditional sabre-tooth tigers, striders can
Viscountcy of Furfield— Capital: per class level up to ninth level. Lupins be fitted with common cavalry barding
Oldsbury-upon-Blythe (pop.: 32,600, rakas- fight and save as their chosen character and they allow the use of heavy cavalry
ta, humans, elves, halflings); ruler: Lady classes or as 2 HD monsters, whichever lances as well.
Meghan “The Gaunt,” daughter of Sir offers the best score.
Melville Purringstoke; typical NPC: rich Lupins have the ability to use their supe-
rakasta farmers; patron: Pax Bellanica. rior perception sense (a combination of Letters
Bishopric of Kittings— Capital: smell, hearing, and lupins’ instinct) that Will there be an Isle of Dread adventure
Glenswych (pop.: 8,500, mostly rakastas); allows them to detect invisible within a 10’ in the Thanegioth Archipelago for the
ruler: Sir Humphrey “The Exalted,” son of radius. Their sense of smell enables them Rules Cyclopedia? If so, will it detail the
Sir Jasper Cockerfield; typical NPC: rakas- to track down prey. An Intelligence check rakastas as player characters?
ta war clerics; patron: Belbion. is required each hour of active tracking Nothing prevents you from playing the
Forest Marches of Wyndham— (penalize the check three points if the current Isle of Dread module (X1) with the
Capital: none (population is mostly rakas- scent is a day old, and one extra point for Rules Cyclopedia, as we haven’t changed
tas, some elves); ruler: none; typical NPC: each day thereafter). On a successful the rules. Otherwise, we have no immedi-
free-spirited forester, hunter, or elite long- Intelligence check, a lupin can recognize ate plans to create a Thanegioth adven-
bow archer; patron: Tawnia. the smell of a creature or individual met ture. Notes on rakasta PCs are given in
once before (werewolves are automatically this issue’s column.
Patrons of Bellayne recognized). Although the sense of smell is
Pax Bellanica: Also known as Tarastia, treated as an innate skill for lupins, it can I’ve been able to read a few tantalizing
Pax Bellanica is the patron of rakasta be improved as if it were a learned skill hints about dirigibles in the D&D and
justice and peace. It is often in her name (see Rules Cyclopedia, page 86). Lupins AD&D® games. Can you tell me in which
and in Belbion’s that the rakasta people also have infravision, with hearing compa- issue, if ever, you gave game statistics for
mount holy crusades against the goblins. rable to that of a thief of the same level. airships? By “airships,” I mean the mostly
Tawnia: Tawnia’s sphere governs the Lupins can be surprised only on a roll of 1 nonmagical kind like those used by the
people of the forests in general, rakasta on 1d6. If allowed in a campaign, all the gnomes of the floating island of Oostdok in
and elves most commonly. Also known as special abilities described in this para- DRAGON® issue #162.
Ordana, she defends hunters, archers, and graph should be extended to normal lupin Well, since you’re asking:
druids. monsters. Small airship: cost: 20,000 gp; crew: 1
Felidae: Felidae (a.k.a. Calitha) has a Rakastas can be played exactly like gnome engineer; marines: 5 gnomes and
sphere that covers oceans, travelers, ad- lupins, except the experience-point penalty their gear (no space for cargo); capacity:
venturers, good fortune, and merchants. should be raised to 2,200. The rakastas 5,000 cn; MV 120 miles/day or 180'/round;
She’s an Immortal common to both rakas- have perceptive senses nearly as good as hull points: 20-40; AC 9.
tas and elves. the lupins, and so can detect invisible Great airship: cost: 200,000 gp; crew:
Belbion: Belbion represents pride, objects within a 10' radius. They also have 5 gnome engineers; marines: 50 gnomes
honor, war, conquests, and the superiority infravision and the ability to hear (listen- and their gear (no space for cargo); capaci-
48 MAY 1992
War Claws Weapon Mastery Table
Mastery Damage Defense Special
[P=M] Basic 1d4 — No off-hand penalty
Skilled 1d6 M: + 1AC/2 Double damage* (20)
No off-hand penalty
Expert 1d8 M: + 2AC/3 Double damage* (19-20)
No off-hand penalty
Master P: 1d10 + 1 M: + 3AC13 Double damage* (18-20)
S: 1d8+1 No off-hand penalty
Gd Master P: 1d12+2 M: + 4AC14 Double damage* (17-20)
S: 1d10+ No off-hand penalty

[P = M]: Primary target is either a monster using natural attacks (claws, bites for example) or an opponent caught with a missi le weap-
on in his hands
P: Primary target
S: Secondary target (opponents with hand-held weapons like swords and daggers)
M: AC bonus to the war claws’ user against attacks from monsters or from opponents using missile weapons
AC/#: Number of times the AC bonus can be used each round
*: Double damage (with unmodified required hit scores given in parenthesis) only applies to unarmored opponents

Note: Don’t forget to apply the Hit Roll bonuses from the table on page 76 of the D&D Rules Cyclopedia. Double damage and off-hand
penalties are both explained on page 80 of the same book. The war claws can neither be used with a shield nor thrown. They usually
come in a set of two. Both war claws should be used in order to benefit from all the advantages listed in the weapon mastery table.

ty: 50,000 cn; MV 80 miles/day or 120'/ boxed set for a few months, and our char- past. If you are interested in seeing new
round; hull points: 70-90; AC 9. acters have reached 5th level. What do we material published on the Blackmoor
Fly safely do next? campaign, please send us your letters. This
The next step is to get a copy of the is one of the ways we can tell what your
It seems to me that the practice of giving D&D Rules Cyclopedia. It has all the rules preferences are. Write to: Bruce A. Heard,
an experience bonus to characters with you need to keep playing up to 36th level. c/o TSR, Inc., P.O. Box 756, Lake Geneva
higher ability scores is rather unfair. If my If you can’t find it where you are, you can WI 53147, U.S.A.
character has been plagued with a series purchase a copy from TSR’s Mail Order
of low scores, why should he also suffer Hobby Shop. To get a free catalog, write I noticed that several Alphatian king-
from this nagging rule? to: The Mail Order Hobby Shop, P.O. Box doms were missing their descriptions in
I agree that this seems like an all-or- 756, Lake Geneva WI 53147, U.S.A. the Dawn of the Emperors boxed set.
nothing rule. It would be more logical if it They appear on the poster maps, but they
worked the other way around, since char- I really like DRAGON Magazine. I would aren’t described in the books. Was this an
acters with low ability scores must work subscribe if there were more D&D materi- error?
harder than those with high scores to al. Even an article on how to convert Because of space considerations, we
achieve the same results. The harder they AD&D game material to the D&D game couldn’t publish the actual descriptions of
labor, the more experience they gain. Here would help. all the minor kingdoms that make up
is a change you could bring to the fighter’s It is a bit late for the magazine to publish Alphatia. The two empires of Thyatis and
balance of experience bonus/penalties: an article like that one. The D&D Rules Alphatia do represent a great surface to
Cyclopedia has already covered the topic cover. More later on this.
Strength Bonus/Penalty of game conversion in great detail, and it
3-5 +10% would be redundant to present the infor- In GAZ3 The Principalities of Glantri,
6-8 +5% mation again in the magazine. Please re- there is a wealth of arcane secrets to be
9-12 nil member the magazine can only publish had. Until now, the bulk of my players
13-15 -5% material it receives from its contributors— were Glantrian mages, and one of the
16-18 -10% and that’s you. If you don’t send it, they pressing reasons for visiting far off Alpha-
can’t publish it. If you have some article tia is the knowledge that empire suppos-
A 20% bonus or penalty seemed rather ideas, send an SASE to: Writer’s Guide- edly possesses.
excessive either way and was altered in lines, DRAGON Magazine, P.O. Box 111, I say “supposedly” because, despite
this example. Other than strictly for role- Lake Geneva WI 53147, U.S.A. fascinating rules on dealing with the en-
playing fun, having a real wimp as a char- chantment of large objects, there is scant
acter now gets a bit more attractive in the In the June-December 1987 issue of the else. It would seem that, after 2,000 years
long term. (Think of the movie, Revenge of TSR Worlds newsletter, a basic/expert set of magecraft, Alphatian wizards would
the Nerds.) You can easily follow the same adventure called BX1 The Islandia Cam- have come up with some surprising inno-
idea for other character classes. paign was mentioned as an upcoming new vations in magic-use. My players are due
product. I also heard of a DA5 City of for a surprise when they travel thousands
Are there plans to create psionics for the Blackmoor. What happened to these of miles only to discover that Alphatia has
D&D game? products, and will there be any other only barely accomplished more than Glan-
No. This goes beyond the scope of a material on the Blackmoor Campaign? tri, that has been in existence for less than
game that is supposed to remain simpler Unfortunately, for various reasons we 200 years.
than the AD&D game. Just adapt the could not publish these two products. Indeed. GAZ3 had the advantage of
AD&D rules if you want psionics in your There are no immediate plans to revive or having a small surface to cover and a
D&D game. revise the old Blackmoor campaign series. whole 96 pages (and tiny type size) to do
We have been receiving mail inquiries so. Dawn of the Emperors had to deal
We have been playing the new D&D about this series from our readers in the with two large empires (and standard type
DRAGON 49
size). There simply wasn’t room enough status of unknown dialects. If both checks The two best bits of news relate to the
for all the goodies. The empire of Thyatis succeed, routine communication is possi- “Poor Wizards Almanac” and the D&D
seems to have been covered in reasonable ble. Modern Vestlander and Ostlander are novels—they both sound great and I look
detail, but Alphatia would have required compatible (no check needed). Modern forward to a new TSR catalog with release
more on the subject on magic, which Vestlander, although a rather curt version dates. Would it be possible to collect the
would have had to come in addition to with an ever-so-slight dwarven twang, is “Princess Ark” columns from DRAGON
everything else. This doesn’t mean Alpha- spoken in Soderfiord. Heldannic Knights Magazine into one publication?
tian wizards are magical nitwits. speak a more guttural Vestlander with Our trade catalog is already out. You
Obviously, there is a craving among our many idioms and expressions that are might find a copy to browse through at
readers for neat, new magic in any case, literal translations from Hattian. your hobby store. If our plans hold togeth-
especially Alphatian. We are looking at the er we should indeed see a boxed release
idea of a new accessory on Alphatia, spe- Where can I find the calendar and dat- on the Princess Ark in 1993. It’s a bit early
cifically, but it’ll be some time before it ing system you use in this column? to expand upon its contents, however
happens. In the meantime, a good article The Alphatian calendar is in the Dawn
on D&D game magic in general (or one of the Emperors set (the Thyatis and Al- The spell levels listed on page 26 of the
specific to Alphatia) would surely catch phatia boxed set). Other than the different Rules Cyclopedia are slightly different
our editors attention. Your submissions month names, it is identical to the calen- from the ones in the boxed set and in the
are welcome and needed. By the way, true dar used in all Gazetteers. The year 2001 Gazetteers. Which ones are correct?
Glantrians descend from the Followers of AY is the same as 1001 AC used by all Technically, the latest release take prece-
Fire, a group in existence a bout 2,000 other Known World nations. Nyxmir 18, dence over older products. In the case of
years ago. 2001 AY is the same as Nuwmont 18, 1001. the Gazetteers, it remains a question of
personal preference or game balance for
Who are the ancestors of the Sindians, Will all the old modules work with the the setting. Looks like a DM call.
the Yannifey, and the Alatians? Rules Cyclopedia, especially Companion
Sindians, like Ethengarians and the and Master adventures? The 1st paragraph of chapter 8 in the
people of Atruaghin, all are related to Yes. The Rules Cyclopedia has all of Rules Cyclopedia (page 102) says that a
some degree to the ancient Oltecs. The these rules. character cannot move and attack in the
Alatians were Neathar Of course, the same round. This is the same rule from
original Alatians were deported when the What is happening to Alphatia these the new D&D boxed set (and the other
Alphatians took over their lands. The days? boxes published previously). But the state-
Alatians were probably sent to populate Nothing at present, but be prepared for ment at the top of page 103 under Move-
and develop the Yannivey Islands and a major upheaval with the Wrath of the ment contradicts page 102 by saying that a
Qeodhar. True Alatians are probably ex- Immortals set (due out this summer). Did character may move his full encounter
tinct by now. As for the Yannifey, they you know that the Immortals began quar- speed and still make his attack during the
form a mixed race of all the people who reling over certain magical secrets several same round! I think the latter rule is bet-
ended up in these cold islands, including years ago already? Tension is mounting, ter (it makes more sense, is less clumsy,
Alphatians, Antalians, Neathar, and who and both Immortals and their clerics are and is easier to use in situations like re-
knows what else. getting restless. Wrath of the Immortals treat, pursuit and evasion). Which one is
will unveil the whole story correct?
It would be appreciated if you didn’t Page 102 has the correct rule. Thanks
grab names from an atlas, as shown on You mentioned that the Entry Level for catching the glitch. I would tend to
TM2. Many of the names in the Province D&D products will bear different icons to agree with you, however The second rule
of Redstone are Irish places names, and indicate if they are adventure modules, works better. Again, this is your choice.
their real meanings are totally different. common supplements, or rules and special
They are the English versions of Irish accessories. What can be expected in these The fighter class description in the Rules
names, and you obviously don’t know categories? Cyclopedia and the Companion set both
their real meaning. Modules with the icons have begun to say that only traveling fighters (those who
Mea culpa (pardon my Latin). We want- hit the shelves; they each bear a dragon don’t rule dominions) can become knights.
ed to have an area that “sounded” Irish— icon inside a shield at the bottom right of However, GAZ1 and Dawn of the Emper-
which it did—but it seems those names the front cover. Similar products should ors tell of “landed knights” or “kord
weren’t such a good choice after all. Let’s come in the future with either castle icons knights.” Not only that, but knighthood can
assume these names were perverted by for 3-D accessories or crossed swords for be given to almost every class! Which
the Thyatians. We’ll try to do a better job more conventional accessories (new mon- rules do we go by: Gazetteers or core
next time. Until then, anyone out there sters, background settings, etc.). rules?
fluent in Kurdish? When all else fails, always go by core
The new map segments appearing in rules. Gazetteers present alternative set-
What languages are spoken in the North- your column lead many people to hope for tings; because of that, they often break
ern Reaches? the publication of at least one new D&D core rules. Gazetteers are entirely option-
Later dialects of the ancestral Antalians Trail Map of the area west of Glantri and al. GAZ1 and Dawn of the Emperors use
are spoken there. Two very similar dialects Atruaghin. The Heldann Freeholds Gazet- knighthood more like a historical title
exist in the Northern Reaches: Vestlander teer is eagerly awaited, as are the appear- rather than the narrowly defined game
(which retained about 30% of its old Anta- ances of Wendar and Norwold. I hope term (medieval Europe did have landed
lian roots) and Ostlander (about 45%). A there won’t be any major “clangers” like knights.) Beware of the nasty term “rules.”
host of more-or-less distant derivatives the mix-up over the Viper and Tiger Clans What you call rules should only be regard-
have spread into various regions like in GAZ14. ed as guidelines to help you manage your
Eusdrian and the northern barbarian Sorry, no new Trail Maps will be pro- campaign and have fun. No one will come
tongues (35% old Antalian and 25% an- duced anytime soon. We plan for the after you if you decide to play the game
cient Neathar). True Antalian is spoken in Heldannic Knights to make their appear- one way or the other.
the Hollow World. Use these percentages ance in 1993 in a new Gazetteer that will
as guidelines for linguistic checks. Roll be part of a new (bigger? better?) series.
once for each language to establish the More later on this.

50 MAY 1992
More Magic for
Beginners by Gregory W. Detwiler
Artwork by Robert Klasnich

Wonderful widgets that won’t overpower your campaign

Back in DRAGON® issue #149 was an


article of mine (“Magic for Beginners”) that
described new magical items eminently
suited for use by low-level player charac-
ters, with no risk of unbalancing the game
while giving them something better than
ordinary weapons and protective gear.
Time marches on, and packed into this
article is an even bigger pile of magical
gear that is an improvement over mun-
dane equipment, but not such an improve-
ment that it unbalances the game.

Items of proficiency and


specialization
In order to use something properly,
whether a weapon or a tool, you have to
learn how to use it most of the time. How-
ever, a clever wizard can get around this
by creating magical weapons and enchant-
ed items that magically impart skill in their
use to the owner, but only when he is
using those specific items. If a poor fighter
doesn’t know how to use any sword but a
short sword (the only type he could afford
when he was starting out), a broad sword
of proficiency that he finds will be perfect-
ly usable by him as if he had training in
broad swords. However, if he finds an-
other broad sword (whether magical or
mundane) and tries to use it, he will fight
with the standard nonproficiency penalty.
Note that in the case of weapons of profi-
ciency, there are no attack or damage
bonuses; the fighter can merely use them
competently in battle even though he has
no training with that weapon type.
These weapons are mainly useful for
increasing a character’s combat ability, but
all standard weapons restrictions still
apply (a wizard cannot use a broad sword
of proficiency). Since so many people
complain about how helpless a 1st-level
mage is, for instance, a staff or dagger of
proficiency would effectively double the
number of weapons he could use. If a
52 MAY 1992
fighter discovers too late that he should er). Looking back, I see that I’ve already Illusory missiles
have invested in a missile weapon instead introduced crossbows of enchantment Here are illusory missiles of various
of specializing in melee weapons (or if he back in issue #127 in the “Bazaar of the types to complement the illusory weapons
simply couldn’t afford a bow), a bow of Bizarre,” For all weapons of enchantment, and armor given back in DRAGON #149.
proficiency would give him the missile the XP cost is that of a regular +1 version First are illusory sticks and stones. These
capability of an ordinary fighter who was of that weapon type, or whatever other are tiny things, totally useless in battle
trained as an archer. Naturally, the owners official magical weapon exists of that type normally. When the command word is
of such weapons would have to take very that is of low value. These weapons do not spoken, however, a faintly visible magical
good care of them; once those magical lose their abilities when taken to other field surrounds them, stretching them out
items are gone, so goes the PCs’ ability to planes, and the missile launchers can to the proportions of regular javelins,
use such weapons, at least until training provide their owners with a virtually arrows, or sling bullets. Although the field
time comes around. The same goes with unlimited supply of “magical” missiles. Just does no damage itself, it is substantial
noncombat gear such as thieves’ tools, remember that the damage done is the enough to enable the missile to be handled
musical instruments, and riding gear, same as for ordinary weapons. The magic and used with a bow, sling, or spear
unless such skills are assumed to come doesn’t add to the weapon’s attack capabil- thrower. If your enemy sees this coming at
with the class. Items of proficiency earn ities; it negates the monster’s defensive him, he’ll probably assume the worst and
their makers 50 XP each. capabilities. take damage equivalent to that of an ordi-
Now for boosting things up a little bit. nary missile, but it’s all show. These de-
Weapons of specialization behave the same Miniature/polymorphed gear vices are only usable once. They are worth
as those of proficiency, but they act in the These two classes go together because 10 XP to their creator.
owner’s hand as if he had training in both provide precisely the same benefits. More potent and permanent are illusory
weapon specialization, as opposed to mere Miniaturized items are shrunken mundane missile launchers. These are bows, slings,
proficiency. Unlike items of proficiency, items, now the size of a bit of jewelry or or other missile launchers are given spe-
only weapons may be enchanted for spe- the patches in a robe of useful items. cial magical treatments by high-level illu-
cialization. Only single-class fighters can When the appropriate command word is sionists. They can be used as normal
use weapons of specialization. Unlike spoken, they grow into full-sized, non- missile launchers with no bonuses, but if
weapons of proficiency, these weapons do magical weapons, armor, etc. This gives the user merely prepares the weapon for
give attack and damage bonuses, but these PCs the ability to smuggle weapons and firing without fitting in a missile, an illuso-
bonuses are granted to the user and are armor into restricted areas, which can be ry missile of whatever type is appropriate
not inherent in the weapon; thus they will particularly useful in urban adventures. for that launcher will be conjured up.
not be effective against creatures that can The items are no heavier than 1 gp when When the owner “fires” the weapon, the
be struck only by enchanted weaponry. small (the dweomer affects weight as well illusory missile will travel to its target as
Remember, too, that the specialization as size), increasing in weight when they noted above, and any thinking enemy who
bonus only comes with that particular expand. This is also useful when the PCs believes the illusion will take damage equal
weapon; skill in using all weapons of that climb vertical surfaces or when encum- to that from a normal missile (save vs.
type in the specialization mode does not brance is an issue. An ogre can chase a spells with wisdom bonuses otherwise). As
come from mere possession and use of small knot of unarmed “peasants” and with all illusions, these will be useless
that one item. A weapon of specialization temporarily lose sight of them, only to against unthinking opponents such as
earns its creator 100 XP. discover when he catches up that he is golems and undead. As consolation, they
Rumors tell of magical gauntlets that now facing a ring of heavily armed and give their users an unlimited supply of
impart proficiency or specialization with armored foes. The potential for PC and “ammunition” against normal flesh-and-
any weapon when worn. Gauntlets of NPC ambushes is obvious. Miniature items blood foes. The creation award is 1,000 XP.
proficiency or specialization would cer- are worth 50 XP.
tainly be valuable, particularly to someone Polymorphed items usually come in Continual torch
with a large arsenal of magical weapons. If three basic types: a brooch that turns into Everyone has had trouble with torches
the DM is very stingy with such weapons, a suit of armor, a ring that turns into a burning out or going out when dropped. If
gauntlets of proficiency may be intro- shield, and a gem or wand that turns into you want to spare a player character this
duced to the party. Gauntlets of specializa- a weapon, giving the same advantages of problem but don’t want to give him a
tion, however, can well cost you the lightness and surprise capability as minia- wand of illumination, the continual torch
campaign unless you are extremely careful ture weapons and armor do. With an is the answer. This is an enchanted torch
with them. Creating a set of such gauntlets armor brooch or shield ring, the armor or whose flame will never go out. Though
is worth 500 XP or 1,000 XP, respectively. shield is already being worn properly often a vital advantage in dungeon fight-
upon use of the command word, whereas ing, it can be inconvenient if you are try-
Weapons of enchantment miniature armor grown large must still be ing to hide the light. Because of the magic
These magical weapons possess a donned normally. In issue #149, I had that powers it, the continual torch needs
dweomer that allows them to penetrate devised illusory items of this nature, but no oxygen and can operate equally well
the magical defenses of creatures that can these are the real thing, more useful in underwater or in a vacuum. It also gives
be struck only by enchanted weapons. No battle and also making those illusory items off nothing in the way of smoke. As to
bonuses for attacks or damage occur; such more believable (and hence more useful what makes it different from a wand of
a weapon has the same chance to hit a themselves) by their very existence. illumination, the light it sheds is no more
highly magical monster as an ordinary Most polymorphed devices produce only than that of an ordinary torch (15’ radius).
weapon has to hit a plain, flesh-and-blood one weapon or armor type (long sword, The flame can burn what it touches, like
creature, doing as much damage as a plain spiked buckler, plate mail, etc.). The XP ordinary fire, so the torch may be used as
weapon would. award for creating one is 100 XP. If an a weapon in the same manner as a normal
Missile weapons are a bit different. armor brooch or weapon wand can be- torch (treat as nonmagical fire). Enchanted
While actual missiles of enchantment come a mundane copy of any sort of monsters will not be harmed unless they
(bolts, arrows, sling bullets, etc.) are the weapon or suit of armor desired, the are specifically vulnerable to fire. The
same as melee weapons, bows, crossbows, award for creation is 500 XP. Unlike their torch is worth 1,000 XP.
and slings of enchantment cast a magical illusory counterparts, the missile-capable
aura on any mundane ammunition they melee weapons conjured up here can be Weapons of illumination
are loaded with (no bonuses for using thrown. While we’re still on the subject of magi-
missiles and bows of enchantment togeth- cal lighting devices, consider weapons of
DRAGON 53
illumination. Everyone knows how most Hammer & spikes of silence Note in advance that none of the armor
magical swords shed light in addition to Thieves everywhere consider these types to be discussed give any greater
their combat bonuses. Since this can be an items to be lifesavers. Unlike the usual protection in combat than ordinary armor;
unfair advantage at very low levels, weap- hammers and spikes that make Thor’s own they’re just easier to wear.
ons of illumination are a good substitute. racket when used on a wall, these items Armor of comfort is as comfortable to
These come in three basic types: operate in absolute silence. They do not wear as ordinary clothing, and it may be
Lesser weapons of illumination operate necessarily go together as a set. The ham- slept in with no problems. For someone
using a fixed number of charges, like mer makes no noise, even if it is employed adventuring in the wilderness and camp-
wands. When a charge is expended, the in pounding in ordinary spikes. Likewise, ing out where an attack can come at any
weapon glows like a normal magical the spikes (found in lots of 1-8) make no time, this comes close to being the ulti-
sword (5’ radius) for the same length of noise no matter what is being used to mate low-level lifesaver. A suit of mundane
time as a wand of illumination but has no pound them in. The hammer of silence is armor that you already have on is far
combat bonuses. These weapons have 8-16 worth 500 XP, while all the spikes are superior to +5 armor that you don’t have
charges and cannot be recharged. For worth 100 XP. time to don before the nocturnal raiders
making one, the creator should receive of your choice are in the middle of the
500 XP. Magical-item equivalency camp. Armor of comfort gives 500 XP to
Greater weapons of illumination need no This continues the power-reduction idea its creator.
charges. They glow on command, just as for normal magical weapons begun with Armor of warmth may be worn without
their lessor counterparts do, but this weapons of illumination. Some magical any discomfort due to heat, and enables its
power may be used indefinitely. Again, weapons have minor powers besides their wearer to operate in the hottest of natural
they have no combat bonuses. Their usual combat bonuses and light-shedding environments (70-150° F) as well as in a
award for creation is 1,000 XP each. abilities. Give the PCs weapons that have temperate climate, while armor of cool-
Alternating weapons of illumination can these minor powers but no combat bo- ness does the same in a cold natural envi-
serve either as +1 weapons or glowing nuses. For powers that are already repre- ronment (-40 to 20° F). Note that the
weapons, but not both at the same time. A sented by magical items, like feather temperatures must be due to the weather
simple command word switches falling or free action, make the weapon’s and not to any attack by fire, magic, or
dweomers instantly, presenting many XP value equal to that of said item. True, a monstrous abilities; the armor does not
owners with a cruel dilemma. If the weap- normal opponent can be killed by a weap- give fire or frost resistance. At the DM’s
on is a PC’s only means of light in a on and not by a ring or the like, but a option, the armor can give protection
dungeon fight, he may have to choose weapon is clumsier to handle, particularly against the natural environments of the
between seeing what he fights and having if it must be held in the hand and not just elemental plane of Fire or the para-
greater combat ability. If a creature that carried in a scabbard in order for the elemental plane of Ice. The same goes for
can be struck only by +1 or better weap- special power to work. This option is up to armor of temperature control, which
ons attacks a character who does not have the individual DM. I leave to your combines the powers of the previous two.
the Blind-Fighting proficiency, said charac- imagination the picture of a frustrated Armor of warmth or coolness gives 250 XP
ter is in serious trouble. The weapon’s fighter maneuvering his glaive-guisarme of to its creator. Armor of temperature con-
dweomer is permanent; the thing is worth invisibility through an orc-filled dungeon trol gives 500 XP to its maker. Remember
2,000 XP to its creator. All melee weapon without knocking something over. no extra protection is given in combat.
types are eligible to become all types of
weapons of illumination. Armor to relax in Sleeping bags
This is a collection of armor types that The sleeping bag of armor nullification is
fighters and clerics can wear with greater a good substitute for the various kinds of
ease than the usual “off-the-rack” stuff. armor that can be slept in. The powerful
magic of this bag enables anyone wearing
any suit of armor of any type to sleep in it
as though he were unarmored. As with
the special types of armor mentioned
earlier, this enables adventurers camping
out in the wilderness to avoid being at-
tacked in the middle of the night before
they can don their armor. The only prob-
lem is that if the enemy attacks before you
can get out of the bag, you will be AC 10,
as this bag totally nullifies any armor in it.
In some circles, this is considered a bor-
derline “cursed” item. The sleeping bag of
armor nullification is worth 1,000 XP to its
maker.

Low-weight equipment
For thieves, mountain climbers, fast
scouts, etc., these items are extremely
useful. Weight and encumbrance may be
reduced by half (rounding down) or elimi-
nated altogether when these weapons and
armor are used instead of ordinary ones.
No additional advantages are given in
combat, though they do count as magical
for attack purposes against certain mon-
sters. Low-weight weapons and armor
give 10 XP each to the maker, while the
weightless versions award 20 XP.
Aquatic items axes, horseman’s weapons like small trouble. The award for creating such
Ideal gear for the fledgling underwater maces, or for battle axes and footman’s items is 150 XP each.
adventurer, these are weapons and suits of weapons; any type of polearm head can
armor that are +1 only underwater. After appear on a haft of conjuring. Each type of Bladehammers & piercing
all, since the PCs will be out of their ele- item of this sort may be used three times a
ment underwater, they may need advan- day. If not “turned off” by another com- Aside from immunities to fire, magic,
tages that they would not need on dry mand word, an item appearing will last for and nonmagical weaponry, some monsters
land, their home territory, and also a place a full 24-hour day. The XP value to makers have at least partial immunity to edged or
where they may use fire and all spells is 100 XP. blunt weaponry. This is where bladeham-
normally. Aquatic weapons and armor cost mers and piercing head weapons come in.
half as much as their normal +1 counter- Racial items The former are otherwise ordinary edged
parts. Note that free action is not included Racial weapons and armor (the latter or piercing weapons that can hit monsters
in their powers, so an aquatic long sword including rings and other protective de- such as skeletons that have partial or full
+1 will still be difficult to swing undersea. vices) are +1, but only when being used immunity to normal weapons of that type,
The DM may provide these weapons and by a member of the race that created doing normal damage. The latter are
armor with free action ability (only while them. While it is possible, of course, for smashing weapons like maces that can hit
underwater, of course) for an XP value humans to make magical items of this sort, and do normal damage to monsters that
equal to that of a normal +1 weapon or their main purpose should be to add more are normally immune to blunt weapons.
suit of armor. interest in the demihuman and humanoid Note that this does not apply to creatures
races. Because these items are not so of either type (such as stone golems) that
Hilts of conjuring versatile as regular magical items, even a can only be struck by magical weapons.
These are plain sword hilts, ax or mace relatively weak humanoid tribal shaman Bladehammers and piercing head weapons
handles, or polearm hafts without their or witch doctor could make one with a are worth 500 XP each to their makers.
bladed heads. When the appropriate com- great deal of effort. When the owner
mand word is spoken, the head or blade of fights a foe of another race, he will always I hope this second collection of low-level
the desired weapon will magically appear have the satisfaction that a victorious foe magical items will be useful to PCs and
from the hilt, handle, or haft, doing the won’t get the same advantage from his DMs alike, increasing the variety of magi-
same amount of damage as a regular magical item that he did. As for beefing up cal items in the game without causing the
weapon of its type. No magical bonuses to humanoid foes without upsetting game players to advance too fast. It’s better than
hit or damage are granted, though the balance, you could equip an entire tribe of leaving a sword +5 and armor of ethereal-
weapon counts as magical for attack pur- orcs with orcish chain mail +1 and orcish ness in the local orcs’ lair.
poses against certain monsters. Sword scimitars +1; if the heroes win anyway,
hilts can project any type of sword blade they won’t be able to use one bit of the
requested; handles can be used for hand magical stuff that gave them so much

DRAGON 55
If you love clues, you'll love this column

Welcome to our almost-annual “Mostly pute’s Guide to the Super NES. The book pose of creating new entertainment soft-
Hints” column. We hope these hints details the real mechanics of the games, ware categories, including educational enter-
prompt you to consider the welfare of with screen shots displaying how to per- tainments, or “edutainments,” and informa-
other gamers. After all, we are in the form some of the strategies the book de- tional entertainments, or “infotainments.”
business of game enjoyment, and hints scribes. It’s also full of explicit hints, tips, Inline Design, a publisher of Macintosh
and tips from readers who have confront- and game secrets to help you master the games, recently moved to new offices at:
ed difficult game situations allow us all to challenging games of the Super NES. 308 Main Street, Lakeville CT 06039-1204.
thoroughly enjoy our games. If you wish Electronic Arts is getting into CD-ROM Its telephone number is (203)435-4995.
to answer a H.E.L.P. question or have a products in a big way. The company is ex- Sierra has redesigned Quest for Glory.
general tip that you think will aid others, panding its studio organization with the pur- Not only is the adventure to be offered
send your postcard or letter to the address with full VGA support, but the animation
at the conclusion of this column. Be sure is based on true-model rendering.
to indicate which computer version your Atari has decided to extend its special
hints apply to, as versions for some com- Computer games’ ratings deluxe value package. The bundle includes
puters do differ. Thanks, all, for your the color, portable Lynx system, the Com-
continued interest and feedback on “The X Not recommended Lynx communications cable, six batteries,
Role of Computers.” * Poor a carrying pouch, and the California
** Fair Games cart. The price is $129.99, with the
KnightLine *** Good basic Lynx system continuing to sell for
If you own a Super NES system, we’d **** Excellent $99.99. The company is now also selling a
like to plug a new book we’ve co-authored ***** Superb sunshield for $4.99 and a battery pack for
with Steven Schwartz. It’s called Com- $14.99 that gives you 30 hours of play. You

DRAGON 57
can also find a new Atari Lynx forum on ‘Mech. He should reach the site before any
CompuServe; just type GO LYNX. firing takes place, and his is the only
‘Mech necessary to finish the scenario
H.E.L.P. (though the Kurita lance commander must
Richard Greene of Maple Hill, N.C., is remain alive!).”
having one heck of a time with BATTLE-
TECH: The Crescent Hawk’s Inception. “As
I write this letter, I have two Mech- Reviews
Warriors, one Technician, and one Doctor.
I have invested millions of credits. I have Warbirds ****½
also located the Star League cache, Fa- Shanghai *****
ther’s Phoenix Hawk L.A.M., and all of the Block Out *****
color-coded keys for the doors. I have Ishido *****
attempted 47 different lines of communi- Atari
cation to Hesperus II in order to receive Atari Lynx versions Prices n/a
liberation from the planet. All of this has Atari has fulfilled its promise. These are
become very trying, and I don’t know just four of the exciting new cartridges for
what to do next. Please help!” the portable Lynx unit. Three of the four
John Swendsen of Brooklyn, N.Y., has a are conversions from popular computer
simple request: “Does anyone know what of the game, you should have enough games, while the fourth is a great simula-
to do with the keys in Wasteland, PC/MS- firepower to defeat anything that comes tion.
DOS version?” your way!” Warbirds allows the player to become a
Some additional Wasteland questions In answer to the plea from Ryan Leath- World War I pilot. To shoot down enemy
have been received. Bryan Schroeder of ers regarding SSI’s DragonStrike, pub- planes, you are given a variety of options
Highland, Ind., asks, “What are you sup- lished in issue #178, Neil Bly from including unlimited ammunition and
posed to do after destroying Base Cochise? Magrath, Alberta, comes to the rescue. changing the amount of damage your
Also, how do you destroy the monster in “When you start out, fly to the island. aircraft can take before it explodes. Five
Finster’s Mind Maze? Is there a rank high- Don’t worry about the boats. When you scenarios are available that have you fly
er than Command Cadet? Finally, what is reach the island, don’t bother fighting the ing against one to three enemy pilots
the Grazer Bat Fetish used for?” first dragon right then, because it really whose skill levels vary from newcomer to
We receive many hints that relate how won’t do you any good. Once you are ace. The flight controls are easy to learn,
to duplicate items for characters in fantasy completely above the island, charge the and the user can look ahead, behind,
role-playing games (FRPGs). However, none dragons. Try to take the dragons on one above, and to the left or right of his plane.
have been more succinctly written than by one. To defeat each dragon, use your Warbirds doesn’t allow the player to com-
the letter we received from Douglas Thur- paralyzation gas on them. Stay as close to plete unrealistic maneuvers, and the ef-
man of Honolulu, Hawaii. He writes specif- the ground as you can so that when you fects of stalls and turns are handled quite
ically about SSI’s games: paralyze the enemy, they will crash. well. The one feature that sold us is the
“What is the one thing all players wish “If you get any enemies on your tail, unit’s ability to link up with three other
they had when playing AD&D® games? wait until they fire their breath weapons. people, each player flying a separate
Magic for everyone! In completing Pools of Then, quickly turn around and charge plane. Each player has a first-person per-
Darkness, all my characters had an AC of them, avoiding their breath. (By the way, spective of the game, a very addicting
at least -20, and all possessed duplicate this particular strategy works well on all mode of play, especially when you have
wands and weapons and all the Arrows levels!) Keep doing this, and you should be four people sneaking around the sky try-
+4 they could carry. This is how I man- able to complete the mission once you’ve ing to destroy each other’s planes.
aged this process: defeated all the dragons. Good luck!” Back on the ground, the other three
“When you find a good item you want Last year, in issue #172, we published games are a group of highly successful
more of, find a training hall or the opening some clues from Theron Martin and Mar- computer games converted to the Lynx
screen of the game, then save your game vin Rush dealing with BATTLETECH II. machine. The first one is Shanghai, a tile-
(just in case the following hints don’t work Robert T. Wahl of Browns Mill, N.J., has moving puzzle game that could best be
on your computer!). some additional hints to make regarding to described as the Orient’s solitaire. Two
“Create a fighter with 18/00 strength their tips. “Their clues work well, except players can link up to cooperate or chal-
and name him anything, as long as you their last hint proved less than adequate lenge each other on a puzzle. The graphics
can remember that name. Remove one for me, so I found an alternative. The for the Lynx are detailed enough to help
character from your party and add your scenario is the second mission on Luthien, the player despite the small screen size.
new fighter. Give the fighter the magical after the ammo carriers have been escort- The music quickly becomes repetitive, but
items you wish copied, then remove him ed to safety. Martin and Rust suggest evad- it can be turned off. This game is surpris-
from the party. ing the Clan ‘Mechs until reinforcements ingly addictive, and you can find yourself
“Add the fighter again and dump the arrive. I’ve found that hiding works better. spending 15 minutes to complete a game.
items in his inventory to other characters. Move Jason’s ‘Mech a short distance north- Block Out is probably one of the better
Remove him when you are done. When ward (I went from L20 to F80) behind a Tetris-type games available, even rivaling
you are asked if you want to overwrite the mountain and shut down. Jason’s ‘Mech is the original. The Lynx offers detailed
character, answer No. The game then asks the important one to hide; the rest of his graphics for a highly addictive game. The
you for a new name to save the fighter lance and any remaining lances can hide perspective looks down at a pit with grid
under—I name him “1” so I can speed up elsewhere. If you’re out of the Clan walls. The object is to set blocks of differ-
the process. ‘Mechs’ line of sight and shut down, they ent sizes and shapes into the bottom of the
“Continue in this fashion for any and all won’t come after you. When the Kurita well without filling up the pit. Completely
items in any of the games except Pool of assault lance comes, have them Stop in covering a level with blocks makes them
Radiance, in which you need two separate place. The Clan lances should be just sit- disappear. The game moves faster as you
disks to accomplish this feat. Just make ting in place. When the call comes to move proceed, allowing less time to maneuver
certain you don’t overwrite the original to the transport site, move the assault the blocks properly. Sooner or later, the
fighter file by overwriting him when you lance at running speed first to get the blocks reach the top of the pit to end the
only take some of his stuff! By the middle enemy’s attention, then move Jason’s game. The difference between this game

58 MAY 1992
Bill Parker
Panama Beach FL

DragonStrike (SSI, all versions)


Y, and Z planes. The game includes many 1. Your first encounter with red dragons
options such as altering the pit’s length, will be fatal unless you concentrate on
width, and depth; setting the speed of the dodging Fireballs. There are too many
rotation; and even allowing beginners to dragons to worry about attacking directly.
play with a less complicated set of blocks 2. Stay low to the ground to blast the
until the controls and the concept of the cliff outposts. Slow down until your drag-
game can be grasped. Block Out is a fun on’s breath weapon is fully powered, then
game that will keep the Tetris freaks in fly low once again. Attack the gas spores
your family occupied for hours on end. (they are not beholders) from a distance.
Ishido is the last of the computer conver- 3. Avoid flying directly over ships!
sions, and it, too, is an addictive game 4. Don’t forget to destroy the Draconian
using stones of different colors and pat- ships.
terns. The object is to place the stones on Chris Mitchell
the board, creating as many matches as Yokota, Japan
possible. Options include a timer and a
two-player mode (on the same Lynx) that the second 1-Up. Jump on the spikes until Dragon Wars (Interplay, Commodore 64)
offers cooperative, tournament, and chal- you die. Now, repeat the process. Al- 1. One method of building stats to a
lenge modes. The graphics are not too though somewhat slow and tedious, this playable level is to play the game until you
detailed, nor is the music especially memo- trick saved me when I encountered the have all of your NPC slots filled. Save the
rable, but they don’t need to be because incredibly tough end boss of the profes- game and start over. Go west to the Low
the playability makes this game fun. Once sional mode. Magic store and obtain one mage Flame
again, this would make a great gift for Joey Hebert scroll. Go northwest and sacrifice the
someone who is a strategy aficionado. Bangor ME scroll to Irkalla. Enter the underworld and
go to Irkalla’s building, then step out over
Danger Zone (Top Gun) ** Cadash (Working Designs, Super NES) the chasm next to the river. Each charac-
Konami You can find the Amulet of Dragon by ter receives five points. Save and repeat
PC/MS-DOS version $49.95 jumping into the “wall” to the right of the until you are satisfied.
Here’s your chance to fly with training rope, just to the right and above the dog in 2. While using the clue above, you can
instructors and compete against 12 other the Nightmare Caves. This amulet will give also create a party of druids. Just south of
classmates to see who is the best of the you 65,535 gold pieces. Irkalla’s building are steps up to the En-
best. Two gamers can even fly simultane- Working Designs chanted Forest where you can wrestle
ously, thanks to a split screen. This game Enkidu.
seems to have everything except decent Curse of the Azure Bonds (SSI, 3. The Magic Quiver is in the Phoeban
flying graphics and sound (we had VGA Macintosh) Dungeon; the Gatlin Bow is in the Kings-
graphics and Soundblaster equipment). 1. Beholders do not have +4 Long home Dungeon. I believe Jae Brock’s clue
The backgrounds and planes have very Swords. I’ve played this game and won it a in issue #172 had this clue reversed.
little detail even at the highest detail set- couple of times and I haven’t found a long 4. When you meet the pirates, go
ting. The engine sounds from the sword over +2. through the wrong door and fight them.
Soundblaster were a cross between radio 2. So far, I haven’t found any girdle You need what’s behind the door to get to
static and a hair dryer. This game has a other than a Girdle of Dwarvenkind. the lost islands.
few promising moments, but the lack of 3. This might be just a glitch in my 5. If you use the Tri-cross, be sure to
high-quality graphics and the annoying game, but I’ve found that if you are either keep the Dead Bolt, as it can be recharged.
sound outweigh them. If you want a fairly in a training hall or at the start of the If you use the Archer’s Bow, you can re-
good, two-player flight simulator without game after you have just opened the game stock the Grey Arrows by returning to the
having to purchase a second computer, file, and you press the J key, a computer bridge guard house between Phoebus and
Danger Zone might be your ticket. Other- message appears that states, “Error Train- Lansk, but be sure to have a lockpick skill
wise, there are better combat flight simu- ing On.” When that happens, you can of at least 5 to defeat the alarm trap.
lators on the market to handle your flying advance your characters to any level you 6. The most powerful weapon is the
desires. want, even above 11th level (with respect Freedom Sword, especially after the Uni-
to hit points only). versal God gives it the power of casting
Marty Gleason Inferno. Use the sword when the god asks
Clue corner Countryside IL for a sign.
7. Pine branches can cast Beast Call. Use
Actraiser for the Super NES Death Knights of Krynn (SSI, all Mushrooms to feed Nergal.
This tip has been tested with both the versions) 8. You can get to the underground in
original and professional modes of the 1. Just northeast of the High Clerist’s Lansk by bribing the correct official with
game, although it is more useful in the Tower, you will find a small farming vil- 500 gold.
latter version. In Act II of Mirahna, you lage. Destroy the meteor and you will Bill Wilson
can gain additional lives. You come to a pit obtain some valuable magical items. Traverse City MI
with a series of blocks bridging it; jump 2. Northeast of Kalaman, by the ocean,
across them to the right, and you find a you will find a shipwreck with Banded Elvira II (Accolade)
ledge containing a 1-Up. Drop down and Mail +3 and other valuable goodies. Re- 1. Mosquitos aren’t a big threat-simply
avoid the spikes below, then enter the member, nothing in this game comes bust them in the head with your dagger.
door to your right. Dodge the dropping cheap, so be prepared! 2. Poltergeists love to play with chil-
spikes until some ledges lead you down, 3. South of Turef and a little to the west dren’s things.
then head to your left. A series of rotating is a small fairy village being attacked by 3. Vicious fish are not immune to poison.
platforms circle over another pit. Fall the forces of evil. Save the village, and you Check out the stuck pages of a book and
down the center of these ledges and get will be well rewarded. find someone willing to help mix this stuff

DRAGON 59
something in the meat locker. time you do this, you gain about 14,400 XP. offset most of the penalties.
4. If you are particularly overburdened Gain as many levels as you wish, then Resur- 3. Upon spotting a mind flayer on level
with inventory, we found that turning rect your dead characters. 11, retreat around a corner, then wait.
stuff into spells really lightens your load Brian Young The illithid will eventually appear, facing
and enables you to pack quite a wallop. Honolulu HI away from you. Four blows by melee
5. Refrain from using those great spells weapons should slay the mind flayer be-
Holy Blast and Telekinesis while you’re in 1. Pick up all bones; they can be resur- fore it can utilize its powerful, paralyzing
the Catacombs, no matter how tempted rected by the dwarven cleric on level four, psionic attack.
you might be! and they will become NPCs. Yuuta Sasahi
The Lessers 2. Be careful when dealing with doors Toronto, Ontario
on level four. Some of them open into the
Eye of the Beholder (SSI, all versions) spider lair. If you don’t have it mapped, Gateway to the Savage Frontier (SSI,
The following tips work best with a you could wind up poisoned or killed. The all versions)
single-class cleric and mage, or a multi- best way to spot if the doors are one-way 1. When you are sent back to Yartar to
classed cleric/mage or fighter/cleric/mage. doors is to look at the other side of the destroy the kraken base, don’t get discour-
In order for this to work, your mage must door for a circle. If the circle is there, aged if you can’t find it, because they will
be able to cast both the Lightning Bolt and your best bet is to shut the door. find you when you least expect it!
Fireball spells, and he should be 7th level. Daniel Schorr 2. In the city of Llorkh, be prepared for
A Wand of Lightning or Wand of Fireballs APO New York a large battle before entering any taverns.
would be very handy. 3. In the city of Ascore, you must find
1. Go down to Level 6, the kenku level, 1. To complete the special quest on the the Wand of Defoliation before accepting
and find the three-by-three square room first level, put a dagger on the shelf after Vaalgamon’s challenge.
with two doors. One door is in the north, you have taken the scrolls of Armor and 4. The best strategy for defeating the
and the other is in the south. On both the Bless. When you retrieve it, it will be shambling mounds is a combination of Stink-
east and west walls are three small holes. magical and very strong; it will kill most ing Clouds and the Wand of Defoliation.
Darts shoot out from them when the trap creatures of this level with one strike. Resse B. Jones
is triggered. In the center of this room is a 2. Xanathar can be a deadly foe, especial- Brigham City UT
circular trigger. Once you have found this ly if you don’t have the Wand of Silvias. If
room, kill the kenkus (if any), then close you don’t have this item, he can still be Les Manley in: Lost in L.A. (Accolade,
both doors. Save the game now! defeated by this process: all versions)
2. Have your mage memorize as many a) Open the door to his chamber and 1. To get into Lou’s entrance, give the
Lightning Bolt spells as possible. Then listen to what he has to say, then choose boyz a bandanna. But, make certain you’ve
have him face the wall and cast a Light- “attack’ and retreat immediately or else talked to Blade first!
ning Bolt. The idea here is to eventually you will be greatly wounded, or even 2. Blade’s real name is Peacechild.
kill all of your characters except for your killed; 3. To get rid of the zombie bimbo girls,
best mage and cleric. Don’t worry if your b) Retreat backward about three spaces try flashing your K-Mart card.
cleric isn’t high enough to cast a Raise and step on a pressure plate that closes The Lessers
Dead spell. He’ll be able to cast it in no the door to his chamber;
time, and his constitution won’t decrease c) Give your two strongest weapons to Might and Magic I (New World Comput-
by one. Make certain the character you your best fighters and put them in the ing, all versions)
want to kill is in the front row and also in front ranks; 1. The hardest thing to find was the
the same column as the mage. If the target d) Open the door again and step for- ruby whistle. Zam and Zom’s clues hint
character is still not dead after the mage ward. Xanathar will be wandering back that it is located at C1 15,15, but some-
casts all of his Lightning Bolts, use the and forth, but will not attack you yet. thing has to be done before it appears.
Wand of Lightning or Fireballs to finish For the next part, I suggest using the Keep checking that location throughout
that character off. cursor keys for movement and the mouse the game; it’ll be there sooner or later!
3. After the character is dead, swap the for fighting, as you can accomplish both 2. If you decide to exchange gold for
dead character with another character much faster. experience points, I suggest giving all of
that you want to kill off. Bring the new e) When Xanathar is directly in front of your gold to your sorcerer, because his
character to the front row and repeat this you, step forward, have a fighter swing higher-level spells come in handy when
process until only your best mage and his sword, and retreat to the pressure you first start out.
cleric remain alive. plate to close the door. Repeat this several 3. The High Clerics of the South are
4. Go to the center of the room and face times until Xanathar is defeated. If you are located in the Dungeon Ruins under Dra-
south. Walk back and forth across the trap very fast, you can get a swing in with both gadune, on the third level at 12,0.
to trigger it, and you’ll hear many clicks. fighters before retreating! 4. To get to the room at the center of the
Keep moving one step forward and one Brian Guilbault circular passage in the legendary Castle
step back until you’ve heard about 40 Royal Oak MI Doom, use your Jump spell often and keep
clicks. track of which spaces have teleports so
5. Memorize all the Fireballs and any 1. Beholder Bonuses—Level 9: In the that you can avoid them.
other offensive spells possible. Then rest room where one can change gems into 5. When the Succubus Queen is discov-
and save the game. (As you come back to jewelled keys, throw any key at a wall ered, all males are automatically para-
this step later, make sure you know what with the message reading, “It is written, lyzed. The more females in your party, the
your characters’ target experience points the key lies on the other side.” You will be better your chance of escaping.
are, and save the game just before they able to retrieve the key and obtain three Jeff Ciarniello
gain a level. This way, if you are not satis- Orbs of Power. Poland OH
fied with the hit points they get, you can 2. Get high strength stats (16 or above)
load the saved game and try again.) for your two front-row PCs. Always keep Might and Magic II (New World Com-
6. Open the south door, and you should the two best melee weapons and two short puting, Macintosh version)
see three to seven kenkus. They are worth swords in their hands. Yes, shields will go 1. Don’t worry about low ability scores.
3,600 XP each (three times the XP of a party to waste, and yes, the PCs will receive From days 140 until 170, you can find the
of six). After killing them, close the door and penalties should they not be of ranger circus in B2 at 14,4. If you know where to

60 MAY 1992
find the crazy old man and the Inner 1. You can visit the arena at any mirror Wasteland (Electronic Arts, all versions)
Limits, your group can get all 100s for portal to pick up those last few experience 1. Select your beginning skills carefully.
ability scores with a little persistence. points necessary to gain a level. Some of the skills that have little or no use
2. Although you might think a character 2. Don’t be afraid to drink from the in the game include knife fighting, pugil-
must go alone to complete his task, a rob- wells. ism, knife throwing, acrobatics, gambling,
ber can accompany him. Five robbers can 3. You will pick up many valuable weap confidence, sleight of hand, forgery, bu-
be created to go with your character to ons and items if two of your characters reaucracy, cryptography, and metallurgy.
act as fodder. obtain the mountaineering skill and move 2. Some of the more important, must-
3. Try bringing a character with Linguist through all of the mountains. have skills include climbing, swimming,
skill to C3 at 0,7 to find a friends name. 4. “Joabary” is the password to the clip pistol, perception, assault rifle/SMG,
4. You can’t be burned by lava if you’re dungeon of Whiteshield. AT weapon, picklock, medic, doctor, and
above it. 5. The missing brother is Epsilon. energy weapons.
5. Rumor has it that Mist Warriors can 6. Seek several Ultimate Power Orbs in 3. When your characters advance a
actually make their swords dance. the Cathedral of Carnage. level, make sure to add at least one skill
6. When in the past, Protection from 7. In the cathedral, if you use the key, point to that character’s I.Q., as this allows
Elements can be the savior of many an the moose becomes weeds. The field deac- you to obtain more skill points and thus
adventurer. Also, avoid Element Hydras. tivation code is JVC. more skills. Try to have a 23 I.Q. by the
7. Air and Earth Elementals can be a 8. Drink from the cups, but watch out time everyone reaches Vegas.
great source of experience and weapons for the hangover! 4. Some passwords in the game are as
for level 19+ characters. 9. When you finally get the orbs, give follows: MUERTE—courthouse in Quartz;
Nathaniel Levy them to a king for 1,000,000 experience CRETIN—black market in Darwin Village;
Upper Montclair NJ each. However, the king gives you only BIRD—Fat Freddy’s in Vegas; KESTREL/
1,000,000, no matter how many orbs you CRUMB—Faran Brygo in Vegas;
Might and Magic III (New World Com- present to him simultaneously. To collect EINSTEIN—Temple in Vegas; REDHAWK—
puting, all versions) the most experience, give the king one orb Savage Village; and PROTEUS—Finster’s
1. When starting the game, don’t be afraid at a time for 1,000,000 each time. Chambers.
to go outside. Don’t stray too far, and don’t 10. The word for Castle Blackwind is 5. To complete the Checkerboard Test at
forget about Mr. Wizard at Level One. “ten.” the Temple of Blood in Needles, do the
2. Make sure to travel around all of the 11. The word for Castle Greywind is following: Enter, go north once, west four,
swamp lands; the talking skulls can pro- “circle.” north twice, east five times, south once,
vide very important information. Ken Holst east twice, north four times, west twice,
3. In my experience, while hand-to-hand Eugene OR south once, west four times, north twice,
combat is good, spell-casting is much bet- east twice, then answer “30.”
ter. I would suggest that the spell-casting 1. Take the equipment from the pre- 6. Before entering Vegas, make certain to
fighters (paladin, ranger, and archer) are rolled characters and give it to your own strengthen your party with some NPCs.
much more useful, especially later, than characters. Some of the better NPCs and their loca-
the “pure fighters” such as the knight, 2. It is probably easier for starting char- tions include: Ace—outlaw hideout in
barbarian, and ninja. acters to fight the orcs and goblins outside Quartz; Christina: downtown Needles;
4. Get the Gold Keycard (you need the city, instead of the moose-rats inside. Mad Dog Fargo and Metal Maniac—Gilva
fantastic strength to break glass) to enter 3. Equip as many characters as possible Tavern in Darwin village; Covenant—jail in
the pyramids. You’ll find more clues and with bows. Vegas.
answers inside than anywhere else. 4. Seek out Kranion in Fountain Head, as 7. When your party is at the final level
5. To enter Castle Whiteshield, your he starts your first quest. in Base Cochise, as you are nearing the
heroes must be Crusaders. You can get this 5. There is an orc outpost on the other end of the game, make sure you have four
“skill” for all of your characters in the old side of the western mountains. keys and that you know how to use the
Moo Cult temple, but watch out for pits. 6. Don’t face the priest of Moo until one Disband command.
6. The order of difficulty for towns is: of your spell-casters learns Protection Patrick Desmarais
Fountain Head, Bay Watch, Waldabar, From the Elements. Jaffrey NH
Swamp Town, Blistering Heights. You will 7. It is best to explore south to Baywatch
have to fight monsters in all of the towns, before exploring to the east of Fountain Well, that’s it for this month. Send your
so don’t go to a new town unless you’re Head. hints and tips to: The Lessers, 521 Czerny
ready. Also, the dangers in the surround- 8. There are lots of undead in Baywatch. Street, Tracy CA 95376, U.S.A. No calls,
ing area correspond to those in the towns. Be sure to look in the pits. please! And don’t forget to look for Com-
It’s best to go to Blistering Heights when 9. Look for Brother Alpha. Cast Levita- pute’s Guide to the Super NES at your
Swamp Town can no longer train you. tion when venturing into the caverns favorite bookseller. Additionally, we are
Outside Blistering Heights, make certain below Baywatch. about to write the definitive book on Mac-
you have fire protection, as every step can 10. Get Path Finding as soon as you have intosh gaming. You’ll be the first to hear
be painful. Don’t stray too far-major the funds. about when and where it’ll be available.
devils, demons, and hydras abound. 11. There is a secret chest in the War- Until next month, game on!
7. Obsidian appears to be the best mate- lock Hills.
rial for weaponry, while diamond or obsid- 12. Be sure to get all of the skills that
ian materials are the best for armor. you can buy in Evil Eye Forest.
8. The following are mirror key words 13. Be sure to go to Mount Keystone.
that are useful: Home-Fountain Head; 14. Be cautious before searching the
Seadog—Bay Watch; Freeman—Waldabar; huts in Thorn Blossom Orchard.
Doomed—Swamp Town; Redhot— 15. The ninja in Waldabar are easy to
Blistering Heights; Fire—fire island; Air— beat, but be sure to use the fountains and
large ice island; Earth—desert island; wells.
Water—swamp land. Bob Tarantino
Marc Evensen Etobicoke, Canada
Encino CA
62 MAY 1992
NEW PRODUCTS FOR MAY RR5 Van Richten’s Guide to Ghosts FRQ1 Haunted Halls of Eveningstar
AD&D® game RAVENLOFT™ accessory AD&D® game FORGOTTEN REALMS®
GAMMA WORLD® game, 4th Edition by William W. Connors module
Role-playing game rule hook Follow Dr. Rudolph Van Richten, the leading by Ed Greenwood
by Bruce Nesmith and Jim Ward authority on the supernatural in the One of the creators of the FORGOTTEN
The classic TSR science-fantasy game is back, RAVENLOFT™ setting, as he reveals how to hunt REALMS® setting, Ed Greenwood details the
and it’s better than ever! For the uninitiated, the the ghosts that lurk in the blackest shadows of town of Eveningstar and its environs in this 32-
GAMMA WORLD® game is set in a weird, far- midnight. For countless years, Van Richten has page module. Contained within is source materi-
future world, centuries after humanity tried its traveled the misty roads of Ravenloft on a al for the town of Eveningstar, near Cormyr,
best to destroy itself. Now strange, sentient mission to destroy the undead wherever they and an adventure in the Haunted Halls that is
mutants-people, animals, and plants—as well as might be. Now, your characters can join him on easily expanded upon to become a great starting
robots roam and rule this twisted landscape. his courageous quest as he tells all that he has point for a FORGOTTEN REALMS® campaign.
New features contained in the 192-page book discovered about the incorporeal undead. He This adventure is great fun for both AD&D®
include character classes, improved character explains their origins, the passions that draw game novices and veterans.
advancement, and a detailed campaign section. them back from beyond the grave, and the $6.95 U.S./$8.50 CAN./£4.50 U.K.
$20.00 U.S./$24.00 CAN./£12.50 U.K. horrible powers bestowed upon them in unlife. Product No.: 9354
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Product No.: 9355 Thunder Rift
MHR1 X-Forces: The Mutant Update D&D® game accessory
MARVEL SUPER HEROES™ game MC 13 AGQADIM™ Appendix by Colin McComb
accessory AD&D® 2nd Edition game accessory This is the first entry-level accessory for the
by Anthony Herring and Scott Davis by Wolfgang “The Baron” Baur and new D&D® boxed game. This 32-page book
Useful on its own, or as a supplement to TSR’s Steve Kurtz provides a minicampaign setting where
1990 UNCANNY X-MEN™ Special! set, this Meet the wild, ferocious inhabitants of The Dungeon Masters can place their adventure
sourcebox provides detailed histories of all the Land of Fate. Within this 64-page supplement to modules. The product also describes several
X-teams from recent story lines. Current mem- the Monstrous Compendium line, you’ll find villages, complete with descriptions of impor-
bers of all the teams are detailed, including the noble and tasked genies, desert centaurs, giants, tant NPCs for the player characters’ home
time-traveling X-Man, Bishop. This sourcebox ghuls, werelions, winged serpents, undead towns, plus plenty of creatures for your entry-
contains two books, numerous character giants, numerous sea creatures, and many level PCs to battle.
foldups, and an action-packed poster of Marvel’s others gleaned from Persian and Arabian my- $6.95 U.S./$8.50 CAN./£4.50 U.K.
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$15.00 U.S./$18.00 CAN./£8.99 U.K. game statistics.
Product No.: 6905 $10.95 U.S./$13.50 CAN./£6.99 U.K. 1993 DRAGONLANCE® and Other Worlds
Product No.: 2129 Calendar
DMGR4 Monster Mythology by TSR staff artists
AD&D® 2nd Edition game accessory Fantasy Collector Cards This calendar features the artwork of TSR’s
by Carl Sargent 1992 Series, Part One talented Gerald Brom, Clyde Caldwell, Jeff
Even the nonhuman races such as elves, by TSR staff Easley, and Fred Fields. Thirteen of their visions
dwarves, drow, and the humanoids have legend- One of 1991’s hottest collectibles is back, of the DRAGONLANCE®, FORGOTTEN
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shamans, monstrous avatars, and the clerical inating AD&D® game player and card collector. $9.95 U.S./$11.50 CAN./£6.99 U.K.
magic of these races. In addition, this book is This year’s series features new, full-color art- Product No.: 8893-1
the perfect supplement to the AD&D® 2nd work on one side and valuable game informa-
Edition game’s Legends & Lore book. tion on the other. Get yours and get them The Night Parade
$15.00 U.S./$18.00 CAN./£9.99 U.K. early—these won’t last long! The Harpers, Book Four
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NEW PRODUCTS FOR JUNE Harpers in a war against the Night Parade, a
CR2 Priest Spell Cards shadowy group of creatures who gain suste-
Dragon Kings AD&D® 2nd Edition game accessory nance from human fear and misery. If she loses
AD&D® game DARK SUN™ accessory by TSR staff the war, she may never find the daughter she
by Timothy B. Brown Now players who have priest PCs can assem- thought lost 14 years ago.
Only the most powerful characters are des- ble “spell books” with all the clerical spells their $4.95 U.S./$5.95 CAN./£3.99 U.K.
tined to rule Athas. Warriors with vast armies of characters need to know. Each card contains all Product No.: 8492
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masters of illusory magic to further their deadly spell during an AD&D® game session. These Unless otherwise noted:
schemes; spell-casters who can also master attractive and durable cards are both portable ® designates registered trademarks owned by TSR, Inc.
psionics open whole new tomes of magic availa- and a terrific time-saver for players and DMs. ™ designates trademarks owned by TSR, Inc.
©1992 TSR, Inc. All Rights Reserved.
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Product No.: 2408 permission.

64 MAY 1992
66 MAY 1992
What happens to “adventurers” who don’t go adventuring?
by Len Carpenter
Artwork by Dan Burr

An important though rarely discussed needs of their temple or school. among the poor to heal their illnesses, fill
nonplayer character in both D&D® and Parish priests: While some priests their bellies, celebrate their births, lament
AD&D® games is the nonadventuring work to achieve the ambitions of their their deaths, educate their young, sanctify
“classed” character, particularly the spell- religion by making war upon the foes of their marriages, and exorcise their evils. A
casting priest or wizard who lives a set- their patron deity and performing heroic caring priesthood will try to provide many
tled, sedentary existence without ever feats, many members of the clergy serve social services a government is unable or
experiencing the perils of wilderness treks other functions. They reside with a local unwilling to finance.
or dungeon expeditions. Not every priest temple to serve the faithful on a daily basis The majority of clerics may never
and wizard in a campaign world pursues a and conduct the proper ceremonies on achieve glory and renown by undertaking
life of adventure. Many prefer to establish religious holidays. Others live as cloistered the perilous quests that are the meat and
themselves in one place to worship in a monks to preserve their church’s teach- drink of the warrior-priest, yet these
monastery, research spells in a lonely ings and knowledge and to regularly medi- sedentary priests serve the faithful never-
tower, or serve a local community. Because tate on their deity’s divine purpose and theless. While these priests may lack the
such NPCs lack the broad range of experi- wisdom. Some travel the roads of civilized martial prowess and courageous heart of
ences known to adventuring characters, lands to spread their views and visions the holy crusader, they ultimately prove
these sedentary priests and wizards must from town to town or visit sacred shrines more necessary to the societies of a cam-
be handled differently from the daring on eternal pilgrimage. paign world through their daily involve-
adventurers run by players or the sea- Clerics who forego the path of the ment in the lives of humans or
soned NPC heroes and villains accustomed warrior-priest believe their role in life lies demihumans.
to the hardships and dangers of a life of in performing less spectacular and cele- By performing a broad range of deeds
travel and exploration. brated, but nonetheless essential, acts to aimed at helping the faithful and further-
serve their deity. Such priests operate ing the ideals of his religion, we assume
Sedentary spell-casters charitable institutions—orphanages, hospi- that the priest who dedicates decades of
Not all wizard and priest characters tals, retirement homes, or hostels that his life to the less glamorous works of a
follow the adventuring life, earning their shelter weary pilgrims who pay homage at priesthood can advance to very high levels
experience points by battling monsters the local holy shrine. Charismatic priests of experience and attain ever greater
and looting treasure hoards. Many prefer spend day after day in busy marketplaces, positions of authority within his temple.
a more settled existence as a full-time extolling the virtues of their religion to all The prelate of a sea god who blesses ships
member of an established temple or school who will listen. Learned and insightful before each voyage, the cleric of a goddess
of magic. They earn their experience priests act as advisors to the faithful, pro- of healing who daily ministers to the sick
points slowly but surely by researching viding recommendations on international and injured, and the priestess of an agri-
spells, creating magical items, or casting relations or offering marital counseling to culture deity who travels the countryside
spells to fulfill the day-to-day aims and commoners. Dedicated priests dwell to insure the prosperity of yeomen

DRAGON 67
farmers all earn their experience points wizard can ultimately achieve experience ence can be expressed in the form of
through unexciting yet worthy pursuits. A levels as high as those attained by their personality traits assigned when the
dollop of experience points earned every more adventurous fellows, the character Dungeon Master creates the character. An
day can reap just as great a reward as the who stays safely at home cannot claim to NPC wizard may prove a coward in the
occasional heap of points acquired from be as skilled in his class’s abilities as the face of real danger, lacking morale and
intermittent adventures. warrior-priest or adventuring wizard. showing incompetence in the act of self-
Metropolitan mages: Many wizards Sedentary NPCs seldom engage in melee defense. An enchanter might remain
never pursue the rapid but risky path to with strange monsters, cast spells in the steady when confronted by mundane
power followed by adventuring mages. face of enemy missile fire and spells, make perils but express wailing despair at the
Instead, they progress along the slow but saving throws to avoid life-threatening sight of undead beings. A cloistered abbess
steady road to success by attending school events, or use other character skills under on her first holy mission may be so overly
regularly, serving a lengthy apprentice- enormous pressure and stress. Hence, eager to prove herself as to make mistakes
ship, studying tomes long into the night, nonadventuring priests and wizards in melee or spell phrasing that a cool
researching new spells, or creating magi- should be given certain limitations or professional routinely avoids. A haughty
cal items for sale or personal use. penalties to their capabilities and skills to patriarch of many years’ experience in
Experience points often come more reflect their inexperience in the art of royal courts, with their flatterers and
slowly to the abjurer or enchantress who adventuring. For example, a high-ranking sycophants, might be confident in his
completes goals less exciting than those cleric from a peaceful metropolitan temple spiritual powers to the point of foolhardi-
achieved by the adventuring wizard, but might never have laid eyes on a real super- ness, believing even a half-hearted effort
at least the homebody spell-caster stands a natural monster; he shouldn’t be as adept on his part is more than a match for any
better chance of dying in his bed after a at turning undead beings as a warrior- opposition. Developing a well-detailed
long and fruitful life than the thrill-seeker priest who’s destroyed more wights than a personality profile and background for an
who trades fireballs and death fogs with halfling’s had hot dinners. And suppose an NPC before the character is brought into
evil necromancers. The sorceress who illusionist who has never known a moment the campaign can later provide invaluable
secludes herself in patient study or the more stressful than casting a programmed guidance when the DM must know how
mage who plays an active social and politi- illusion for the grand duke at court is the character should react or perform
cal role in the service of his guild can surprised by a raiding party of hobgoblins during an adventure situation.
become as skilled a spellbinder as the on her way to town from the duke’s hunt- The most obvious penalty to impose on a
adventurer who snatches what bits of ing lodge. She might well panic and blow nonadventuring NPC lies with the charac-
arcane knowledge she can between her casting of a wraithform spell in an ter’s morale. Depending on his current
dungeon expeditions. encounter that an adventuring wizard state of fear or unsteadiness, the character
would treat as no more than an amusing may suffer a -1 to -5 penalty to his
Penalties of a quiet life diversion. morale rating. This modifier may be treat-
While the parish priest and professorial To start off, an NPC’s limited life experi- ed as a permanent penalty that applies in
all stressful situations if the character
lacks overall adventuring experience or is
generally undependable. The DM might
instead handle the penalty as a situational
modifier that applies only when the char-
acter’s particular fear comes to the fore,
such as when an invoker with an irratio-
nal fear of spiders encounters a party of
driders.
The morale penalty can be reduced or
even eliminated with time, as the charac-
ter gets used to the unusual perils of the
adventuring life. The penalty may dimin-
ish at the rate of one point for every 1d4
weeks of further adventuring. For exam-
ple, a sedentary priest’s overall -3 morale
penalty falls to -2 after three weeks, to
-1 after another two weeks, and disap-
pears entirely as the priest is seasoned by
an additional four weeks of campaigning.
A specific phobia can be harder to treat
and will likely take twice as long to reduce
by habituation as a general morale penalty.
A sedentary spell-caster might also risk
spell failure when placed under unaccus-
tomed stress. This chance of failure should
vary from 5% to 25%, depending on the
degree to which the spell-caster feels
fearful or excited. This chance is cumula-
tive with an already existing chance of
spell failure, such as for a priest with a
low wisdom score or when a spell-caster
casts a spell from a scroll that is too high
in level for the caster to use (see page 145
of the AD&D 2nd Edition DMG). As with
the morale penalty, this chance of spell
failure may be reduced by 5% increments
for every 1d4 weeks of campaigning.
AD&D is a registered trademark owned by TSR, Inc.

MAY 1992
As another option, a nonadventuring than his actual level when he attempts to somewhat active priest will have earned
character could stand a reduced chance of turn undead. The reduction depends on only 1d6 hp per level up through 9th level,
success when using a character ability, the priest’s own number of encounters while a truly idle or slothful priest will
class skill, or nonweapon proficiency with undead and his current state of anxi- have gained only 1d4 hp at each level until
during a moment of great pressure. A ety and morale. This reduction diminishes 9th. At 10th level and above, all sedentary
penalty of -5% to -25% may be imposed gradually as the priest becomes inured to priests will acquire only one additional hit
on a skill use that requires a percentile- encounters with undead and gains confi- point per level, not the two points per
dice roll, or a -1 to -5 modifier may be dence in his spiritual power. The priest’s level earned by adventuring priests. A
applied to the base chance of success effective level for making turning attempts sedentary wizard will have gained only 1-3
when rolling an ability or proficiency should rise by a level for every 1d6 en- or even 1-2 hp per level up through 10th
check. For example, a priest with a dexter- counters with undead until the priest can level, and have earned one additional hit
ity of 15 must roll a normal dexterity turn undead at his actual experience level. point for every other level gained above
check to safely cross a rope bridge over a An NPC who has little experience in life- 10th—at 12th level, 14th level, and so on.
wind-swept chasm. The priest is still a or-death melee encounters will not fight as The normal hit-point adjustment for con-
little green and lacks steadiness in a tense well as one who has fought time and again stitution score still applies to sedentary
situation, so he suffers a general -2 pen- for his life throughout an adventuring wizards and priests, of course. A charac-
alty. His chance of crossing without trou- career. A priest or wizard might be consid- ter who gives up his sedentary lifestyle to
ble is now 15 -2 = 13 or less. The priest ered to be two to five levels lower than his become an active adventurer will gain hit
requires another 2d4 weeks of active actual level when determining his base points normally starting at the first addi-
adventuring to remove this penalty. THAC0 number, to better depict the NPC tional experience level attained with expe-
A priest who has rarely encountered the who lacks martial prowess or is out of rience points earned through diligent
undead or other special creatures will not shape. This penalty, unfortunately, is a adventure.
have an influence over the undead as permanent limitation that remains in
effective as that of a cleric who routinely effect even if the character gains addition- Warriors & rogues
confronts these creatures. The priest who al levels through earnest adventure. A There is really no analog to the seden-
has spent his entire career dealing with crash course in the fighting arts cannot tary priest or wizard among the warrior
mundane problems might lack confidence enable a character who has led a seden- or rogue classes. Most DMs find it difficult
in his power over the undead or become tary life to close the gap with adventuring to conceive of a fighter or a thief who has
shaken in the presence of such unnatural characters who are months or years ahead advanced to high levels without having
evil, proving himself an unsteady and in fighting experience. gone through many challenges and risks in
untested mortal vessel for the channeling In a similar vein, priests and wizards life. A soldier who seldom fights cannot
of his deity’s divine wrath against the who have lived in ease and comfort will possibly earn enough experience points to
undead. Thus, an inexperienced priest not have acquired the number of hit advance many levels as a fighter, regard-
might be treated as being 1-3 levels lower points earned by active adventurers. A less of how successfully he performs in

DRAGON 69
other aspects of his career. A 12th-level curiosity that inspires a sense of wander- provincialism. A paladin who panics when
ranger who hasn’t fought many opponents lust and a propensity to rush incautiously fighting unusual foes or a bard whose
or campaigned for several seasons in war into new encounters. skills fail him under the pressure of a
against the enemies of his empress lacks A morale penalty may often be appropri- novel encounter will not survive a life of
credibility. A thief who has rarely been ate for NPC warriors and rogues when adventure and hazardous missions, and he
challenged to use her roguish skills in they are thrust into an encounter with the will be forced to retire from his profession
hazardous or difficult circumstances unusual or unknown, or when a particular before advancing far above 1st level.
might become guildmistress through guile fear rises to the surface. In addition, a
and political acumen but shouldn’t war- penalty to the chance of success with an While sedentary NPCs seldom play a big
rant a high experience level to go with her ability, skill, or proficiency might apply part in a campaign of high adventure, they
exalted title. during unaccustomed pressure. could make up a sizable portion of a
This doesn’t mean, however, all NPC An NPC fighter or thief should not have worlds populace. On those occasions
warriors and rogues are the equals of PC his fighting level and THAC0 value penal- when a cleric from a quiet parish or a
adventurers in all respects. A shield- ized, since melee plays such an important professorial wizard sheltered in a city’s
maiden who has campaigned only against part in the lives of nearly all such charac- College of Magic is thrust into an un-
human and humanoid foes may lose her ters. The NPC might have his hit points planned adventure, it’s important to con-
nerve when she confronts an extraplanar trimmed back, however, to better repre- sider how these sedentary characters
fiend for the first time. A halfling thief sent a character whose melee experience differ from active adventurers. The adven-
who has spent all his life in the same city doesn’t measure up to that of the average turing priest and wizard characters de-
working as a security expert and private adventurer. A city-bound fighter whose scribed in the rule books do not represent
investigator, encountering the same famil- combat experience is limited to formalized all spell-users in an AD&D world, only an
iar faces day after day, may not be fully fencing instruction and sporting one-on- elite minority. The characteristics and
prepared when hired to infiltrate the one matches might have earned only 1d8 attributes of the silent majority deserve
Fortress of the Seven Slaadi. hp per level, for example, and a thief who some attention, too.
As with priests and wizards, NPC war- is such a subtle and careful con artist that [Articles on related topics include:
riors and rogues who have lived within she seldom needs to fight for her life “Leomund’s Tiny Hut: The Cloistered
limited horizons can possess personality might have acquired only 1d4 hp at each Cleric,” on nonadventuring clerics, in issue
traits that reflect a provincial view: a level. #68 (reprinted in the Best of DRAGON®
distrust of new peoples, a naivety that The above restrictions should rarely if Magazine anthology, volume 4); “The Mys-
renders a gullible NPC vulnerable among ever apply to NPC paladins, rangers, tic College,” about magical academies, in
opportunistic strangers, an ignorance of bards, and most other warriors and issue #123; and “Hot Night in the Old
other cultures that results in breaches of rogues, as such characters are generally Town,” about adventures for stay-at-home
custom or etiquette, a false sense of brava- too worldly and are exposed to too broad clerics, in issue #180.]
do in unfamiliar situations, or a strong a range of experiences for them to suffer

MAY 1992
©1992 by Rick Swan

Role-playing games’ ratings


X Not recommended
* Poor, but may be useful
** Fair
*** Good
**** Excellent
***** The best

72 MAY 1992
Adventures in the world of the Vikings
Vikings! Savage rogues of the sea, men narios Book, 20-page Vikings Digest, the witness; a low-ranking carl may have
and women as bloodthirsty as they were 15” × 22” map sheet, character sheets an oath-worth of only 1, while a revered
brave. Warriors adorned in gaudy chain The Avalon Hill Game Company $21 rig jarl’s oath-worth may be as high as 16.
mail and huge horned helmets, sailing Design: Sandy Petersen, Greg Stafford, The higher the total oath-worths, the more
their majestic dragon-ships under the and Ken Rolston likely a case will be tried and settled fairly.
watchful gaze of the mighty Odin on their Editing: Charlie Krank Winners of a case are obligated to claim
way to plunder and pillage helpless coastal Illustrations and graphics: Tom Sullivan their own compensation, a situation that
villages. If you listen closely, you can al- and Charlie Krank may result in the hiring of mercenaries
most hear the slap of the oars against the Cover: Steve Purcell (such as the player characters) to collect a
choppy waves, the strains of a Wagnerian judgment from a gang of thieves or a
opera wafting through rumbling clouds, Though this RUNEQUEST game supple- notorious murderer. Equally fascinating
the clanking swords of brawny warriors ment is several years old, it’s still the one are the sections on Nordic shamanism
engaged in mock battle, anxious for the to beat-a thoroughly entertaining treat- (practitioners include the revered volvas,
real thing. ment of Viking culture, light on the histori- experts at divination and trance songs),
At least that’s the legend. Truth to tell, cal clutter that makes so many campaign social hierarchy (ranging from the power-
the Vikings were a rather civilized bunch, guides a drag to read. It’s beautifully pack- ful jarl noblemen to the lowly thrall
no more inclined to savagery than any of aged and elegantly written, no surprise slaves), and dueling (featuring einvigi free-
their Scandinavian contemporaries, gener- considering the talent involved; Greg Staf- for-alls and more formal bouts called
ally preferring to explore and trade rather ford was one of the designers of the origi- holmganga).
than pillage and plunder. Dragon-ships nal RUNEQUEST set, Sandy Petersen was Characters: Vikings are essentially
were rarely part of a Viking fleet, mer- responsible for the classic CALL OF hardier versions of normal RUNEQUEST
chants were as common as pirates, and CTHULHU* game, and Ken Rolston had a characters, with bonuses to their Strength
the colorful gods and goddesses of Norse hand in the PARANOIA* game, along with and Size statistics. Only humans may be
mythology ultimately took a back seat to enough RPG adventures to fill a shelf. Vikings, a curious restriction considering
Christianity. Chain mail was bulky and Setting: Both the Players Book and the the anything-goes approach of the rest of
impractical, and a Viking was about as Gamemaster Book include informative the design, though I don’t think a cam-
likely to wear a horned helmet as a Shrin- sections on the history and culture of paign would collapse if the GM allowed
er’s fez. Scania, the homeworld of the RUNE- elven or dwarven Vikings.
However, game designers have never let QUEST Viking that roughly corresponds to Homelands, occupations, and family
a few facts stand in the way of a good Scandinavia. Though much is made of sizes are determined randomly. There are
time. With their liberal mix of history and Scania’s relationships with other nations a handful of new skills (lawspeaking, ice
folklore (and a little Hollywood thrown in (for instance, three pages are devoted to skating, skiing) and a dozen character
for good measure), the campaign guides the Viking influence on everyone from the types, among them farmers, scalds (profes-
considered this month will never be mis- Saxons of England to the Arabs of sional entertainers), and godi (Norse
taken for textbooks, but they all provide Serkland), most of the information is priests). Owing to the magic-intensive
absorbing alternatives to traditional community-based, focusing on the daily RUNEQUEST system, all character types
European-based fantasy settings. And life in small, self-supporting Viking villag- have access to spells; spell-casting fisher-
players who are baffled by the exotic es. RUNEQUEST game Vikings in a typical men may be as common as conventional
cultures of, say, Oriental role-playing campaign might as well be living in a bub- wizards in a Viking village. Personality
games shouldn’t have much trouble accli- ble, oblivious as they are to the goings-on traits are discussed at length; bloodthirsty
mating themselves to the barbaric, sword- in the outside world; as far as the Vikings players will be happy to know that this
swinging world of the Viking. Even Conan know, Atlantis may be thriving under the game’s Vikings are not only loyal and
would feel right at home on the deck of a ocean to the south, while their neighbors brave but may also be viciously cruel,
dragon-ship. to the north may be under siege by an prone to slaughtering the unarmed and
The differences between the three vol- invasion of intergalactic dinosaurs. This engaging in random acts of violence.
umes described below are mainly matters “Alternate Earth” concept can make for Fantasy: Magic is based on traditional
of emphasis. The Avalon Hill Game Compa- some mighty interesting campaigns, as it Norse religion. Deities are assigned to two
ny version, for instance, stresses the fanta- not only allows for but actively encour- general categories. The Aesir are the more
sy elements inherent in the Viking legends, ages anachronisms, magic-use, and even prominent, a family of powerful ruling
while the Steve Jackson Games approach alien races, giving the game master unlim- gods including Odin, Thor, and Heimdall,
encourages a more realistic campaign. The ited freedom to shape the campaign world the guardian of the Rainbow Bridge that
sourcebook that’s best for you depends as he sees fit. links the gods’ heavenly home to Alternate
less on your preferred game rules (for the A typical Viking village consists of about Earth. Opposite the Aesir are the darker
most part, the ideas in all three volumes two dozen buildings occupied by a handful and more unpredictable Vanir, including
can be adapted to any system) than on of close-knit families. The glue that binds Njord, the elder god of sailing, and Freyr,
whether your campaign style is strictly the village is the regular community meet- the purveyor of fertility. With this rich
historical, whimsical as per The Mighty ing called the thing (pronounced “ting”). mythology to drawn upon, the spells and
Thor comics, or somewhere between. The thing’s agenda covers everything from techniques relevant to Viking magic-users
Strap on your horned helmet, and let’s religious rituals to trade arbitrations, but are disappointingly skimpy. The cult de-
have a look. its most interesting features, from an RPG scriptions are cursory and dull, and there
standpoint, are the legal hearings. These are less than a dozen new divine spells (a
involve the judgment of a dozen lawyer- predictable bunch at that, including true
like elders (called doomsmen), accompa- sword, which increases the damage from
Vikings: Nordic Role-playing for the nied by commentary from observing the affected weapon, and become wolf, a
RUNEQUEST* game **** citizenry (called wapentake), which is routine lycanthropy incantation). Norse
RUNEQUEST campaign supplement expressed as a clashing of spears against runes, which ought to be the cornerstone
Boxed set with 38-page Players Book, 30- shields. Testimony is assigned a numerical of any Viking magic system, particularly in
page Gamemaster Book, 46-page Sce- “oath-worth” depending on the status of a game titled “RUNEQUEST,” are dismissed
DRAGON 73
in a few paragraphs. Design: David Cook locks and find and remove traps (because
In contrast, the new monsters that com- Illustrations: Ned Dameron locks and traps are mostly unknown in
prise the bulk of the Gamemaster Book are this interpretation of Viking society), while
a treat. It’s unlikely that even the most I don’t care what the title says—this is the only available specialist mages are
jaded players have experienced the like of not so much a campaign sourcebook as it Conjurers, Diviners, Enchanters, Illusion-
the dverge (gnarled dwarves spawned is an AD&D® rules expansion. Unlike the ists, and Necromancers.
from maggots) or the bush grandmothers radical reworking of the AD&D game’s To balance these restrictions, two new
(moss-covered imps that beg food from systems presented in the gone-but-not- character classes are introduced, both
travelers), which are interspersed with the forgotten Oriental Adventures tome (also quite appealing and among the books best
more mundane but no less intriguing swan by Cook and, for my money, the meatiest features. The first is the berserker, a hot-
maidens (shape-shifting beauties in search campaign setting that TSR has ever pro- tempered warrior given to spontaneous
of human husbands) and valkyries (haglike duced), this Vikings book is a user-friendly bursts of rage. After spending a round
messengers of death). Though many of the variant, easily digested by DMs and play- working himself into a frenzy, and assum-
monsters are underdeveloped—the bush ers alike. Though not quite the “new role- ing he makes a successful saving throw vs.
grandmother entry comprises only a sin- playing experience” it aspires to be, there’s death magic, the berserker gains a tempo-
gle paragraph of description—an imagina- plenty of interesting material to enliven an rary +2 strength bonus, two extra hit
tive GM will still find a lot to work with. already existing campaign. points per level, an increase in armor
Campaigning: Here’s where the sup- Setting: This book begins with a brief class, and a +2 to his saving throws vs.
plement really shines. The Scenarios Book chapter on Viking history and ends with charms and mental-based attacks. These
offers intelligent suggestions for staging chapters on Viking culture and geopolitics. bonuses persist so long as the berserker
Viking adventures, along with a detailed Though the chapters do little to integrate directs his rage against a particular enemy,
campaign outline comprised of six linked history and fantasy, together they serve as limited to a number of rounds equal to his
scenarios, generically titled “Hunt,” an informative overview from which the constitution score. When the rage sub-
“Thing,” “Raid,” “Gone Viking,” “Trade,” and DM may develop his own setting. The sides, the berserker must make another
“Thule,” the latter referring to a legendary introduction promises help with adapting successful saving throw vs. death magic or
realm somewhere north of Britain. Each Viking culture to the FORGOTTEN become exhausted, resulting in a substan-
scenario features an intriguing cast of REALMS®, WORLD OF GREYHAWK®, and tial loss of strength until he’s had time to
characters (whose statistics are provided DRAGONLANCE® settings, but either I rest. At higher levels, the berserker ac-
in the Vikings Digest book), clever adven- missed this section or it got lost some- quires the ability to shape-change into a
ture hooks, and compelling subplots. The where along the way. Regardless, not wolf or cave bear, and he can also leave
scenarios may be arranged in a variety of much adaptation is required; Vikings as his body to travel unlimited distances in
ways to create campaigns of various presented here could exist comfortably in the spirit form of a raven, bull, or other
lengths, emphasizing design elements of just about any unexplored area on Krynn animal.
the GM’s choice. For instance, a campaign or Oerth without straining the players’ The second new class is the runecaster,
might begin with a “Hunt” to introduce the credibility. a magic-wielding warrior with the ability
players to Viking combat techniques, Characters: Most of the AD&D game’s to carve intricate runic designs on inani-
continue with a “Thing” scenario to ac- Vikings are human; however, to distin- mate objects, imbuing them with a star-
quaint them with village social life, pro- guish them from human characters in tling variety of powers. A 1st-level
ceed to a “Raid” from a neighboring tribe, other AD&D products, the book intro- runecaster begins the game knowing two
return to another “Thing” scenario for an duces the concept of Gifts, special talents runes, chosen by the DM. He has the
encounter with the legal system, then bestowed by the Norns (Fates) at birth. If a opportunity to learn a new rune each time
climax with a high-seas “Gone Viking” player chooses to play a human character, he advances to a new level, following a
scenario before wrapping up with another he rolls on the Character Gifts Table; procedure similar to that of a wizard
“Thing.” It’s an ingenious, sophisticated there’s a 60% chance that he’ll receive a learning a new spell. Once learned, a rune
approach to campaign design, though permanent penalty or bonus. Penalties may be used an unlimited number of times
admittedly best suited for experienced include Bad Luck (an automatic -1 on all per day, though each use requires
GMs who are capable of devising their die rolls made with a particular type of 15 + 1d20 minutes of planning, carving,
own bridges between scenarios and are die, such as d6, d8, d10, or d20) and Ugly and activating, along with a successful
able to role-play the NPCs convincingly (a -2 on his charisma). Bonuses range wisdom check. An impressive variety of
enough to motivate the PCs from one from Courage (a +1 on all saving throws powers are available to the runecaster,
scenario to the next. vs. fear-based attacks) to Seer (the ability among them the catch-rune (etched in the
Evaluation: What makes this the best to attempt predictions along the lines a palm of a glove, it allows the wearer to
of the currently available Viking supple- divination spell). catch spears, axes, and other weapons
ments is that it strives for neither com- Vikings who aren’t human are probably thrown at him), the speech-rune (an amu-
pleteness nor realism. Both the historical trollborn, a new racial type exclusive to let that prevents the enemies of the wear-
and fantasy elements were chosen for this supplement. Trollborn are a repulsive er from defaming, spreading lies about, or
their applicability to role-playing adven- combination of human and troll, with otherwise speaking evil of him), and the
tures, period. Of course, players interested exceptional strength, constitution, and quench-rune (this enables a piece of wood
in pure history may find this approach intelligence scores, but lower than average to extinguish any fire up to the size of an
hard to swallow, but the intention here is wisdom and charisma. They are denied entire building). It’s an excellent addition
to entertain, not to educate; anyone who Gifts but are endowed with infravision. to the AD&D magic rules and, ironically,
bases a term paper on the information in Otherwise, trollborn are essentially hu- much better realized than the rune system
these books deserves the grade he gets. mans with bad attitudes, a good choice for in the RUNEQUEST supplement.
This offers pure, engaging fun and, de- those with a flair for role-playing antiso- Fantasy: In addition to rune magic,
spite the rather superficial magic section, cial characters. fantasy elements include a well-chosen
is a first-rate fantasy campaign set. Cultural restrictions forbid the use of selection of new magical items. Among
certain character classes. Specifically, them are the riding stick, which functions
Vikings Campaign Sourcebook *** Vikings can’t be paladins, clerics, druids, both as a club +2 and a means of trans-
AD&D® 2nd Edition campaign supplement or wizards. Fighters, rangers, thieves, portation, and the bottomless drinking
96-page softcover book, 28” × 19” map bards, and specialist mages are allowed, horn for the Viking who’s chronically
sheet with minor restrictions; for instance, short of mead). There’s also a chapter full
TSR, Inc. $15 Viking thieves lack the abilities to open of new monsters. Most of the new mon-

74 MAY 1992
sters are essentially subspecies of already Still, it’s better to bite off more than you campaign outline is particularly good,
existing AD&D creatures—the linnorm is a can chew than to merely nibble around involving the quest for employment from a
type of wingless dragon, while the hav- the edges, and whatever its shortcomings, local jarl that stylishly introduces the
mand is basically a merman with a beard— GURPS Vikings is undeniably ambitious. players to the nuances of the Viking social
but a few originals are also included, such Setting: The chapters covering Viking system. On the other hand, the Troll Wars
as the thursir, a grouchy giant with a history pack an enormous amount of campaign is a generic monster bash that
penchant for beating people over their information into a relatively few pages, does little to exploit the setting; the Viking
heads with trees. Though there are only a emphasizing many intriguing facets of characters could just as well be Oriental
few paragraphs of description per entry, culture and economics overlooked in the mercenaries or enchanted Iowa farmers.
DMs can stage encounters with the Viking previously mentioned supplements. In- Evaluation: This is the thinking per-
creatures by referring to their designated cluded are floor plans of longhouses and son’s guide to Vikings. Novices may be
counterparts in the Monstrous Compendi- ring-forts, details of Viking funeral cere- overwhelmed by the amount of detail, and
um supplements for the necessary statis- monies, and even the annual income of a the shallow treatment of fantasy may
tics and tactics. crewman on a dragon-ship. Dozens of discourage players who are less interested
Campaigning: Sadly, there’s no materi- sidebars illustrate topics as diverse as in mastering the Norse legal system than
al comparable to the RUNEQUEST supple- combat training and Norse riddle-games, in hacking up sea monsters. But for
ment’s Scenarios Book. Adventure hooks and feature colorful anecdotes from King mounting a strict historical campaign,
suggest themselves in the chapter on Godfred of Denmark and other notables. GURPS Vikings is the book of choice.
Viking culture, but there are no specific The emphasis on factual material encour-
outlines. To get a Viking campaign off the ages role-playing in actual historical set- Short and sweet
ground, the DM will have to rely on his tings. With effort, it’s possible to stage a Screening the screens: Consisting of
own imagination, consult one of the refer- campaign in the era and locale of the GM’s a few cardboard panels and a handful of
ence books in the suggested reading list, choice. tables copied directly from the rule books,
or borrow ideas from another game Characters: With only three new skills referee screens are arguably the worst
supplement. (gaming, skaldic lore, and skating) and two buy in gaming. Anybody with a photocopi-
Evaluation: Another chapter or two new advantages/disadvantages (shapeshift- er, a pair of scissors, and a bottle of glue
would’ve pushed this book over the top; ing and wyrd, the latter of which simu- can put together a customized screen in
notable by their absence are sections on lates an irresistible force that pushes the an hour or two, so there’s little incentive
Viking ships and sea travel, Norse mythol- affected character to a predetermined to spring for the authorized version unless
ogy (we’re referred instead to the 2nd fate), there’s little to distinguish Vikings you’re a compulsive collector or just plain
Edition Legends and Lore book), and ad- from other low-tech GURPS game war- lazy.
venture design. The historical aspects are riors. The section outlining character To keep the customers coming, pub-
better presented than those in the RUNE- types isn’t particularly inspiring; for in- lishers have taken to packaging a variety
QUEST supplement, but a game featuring stance, the berserker is described as a of bonuses with their official screens. It’s
trollborn and berserker warriors can’t be warrior “outside the mainstream of Viking been an applaudable trend, since the
taken seriously as a historical simulation. society” who has “considerable skill with bonus goodies are usually more useful—
As a set of rule variants, however, it deliv- an axe or sword and shield” —a pretty dull and more fun-than the screens them-
ers the goods, particularly for AD&D guy compared to the teeth-gnashing, selves. Here’s a look at five different
game players who can’t get enough new bloodlusting berserker in the TSR supple- approaches from five different companies.
character classes and magic systems. ment. Though the characters aren’t flashy, The most common screen bonuses are
they’re sound and reasonably complete. ready-to-play adventures, such as the 16-
GURPS* Vikings *** Fantasy: For the most part, magic is pager bundled with the VAMPIRE* game’s
GURPS campaign supplement underplayed. Aside from a few interesting Storyteller’s Screen (White Wolf, $8). An
126-page softcover book shapeshifting variants, there are no new author who prefaces his vampire adven-
Steve Jackson Games $17 spells to speak of. Players looking for a ture with a Dostoyevsky epigram either
Design: Graeme Davis rune magic system are directed to the has a sense of humor or a bad case of
Editing: Steve Jackson GURPS Magic* book. A brief discussion of pretentiousness; alas, while Andrew
Illustrations: Topper Helmers, with Don a few new magical items, such as Thor’s Greenberg’s “Blood at Dawn” has more
Arburn, Carl Anderson, Denis Loubet, hammer and Odin’s spear, rounds out this than its share of gory moments, it strug-
and Doug Shuler disappointing section. gles too hard to establish a creepy atmos-
Cover: John Zeleznik The religion chapter stresses the histori- phere, and the result is as silly as it is
cal and literary elements of Norse mythol- scary. The plot, featuring a contest for a
This GURPS game supplement offers ogy more than the role-playing implications; prime hunting ground overseen by a mys-
something for Vikings of every persuasion. a GM wondering how Baldur or Sif might terious nightclub dancer, is briskly paced,
No less than six different campaign styles interact with a shipload of Viking explorers but it requires more than a little nudging
are examined, including Thoughtful His- is pretty much on his own. More successful from the referee to steer the PCs in the
toric (no magic, stressing nonviolent role- is the new monster roster, a good mix of right direction. However, it’s an acceptable
playing), Thoughtful Fantastic (real history the ordinary (dogs, horse, pigs) and the introductory adventure, and considered
with a few modest supernatural elements), unusual (valkyries, trolls, and a frightening with the screen-three black-and-white
Thoughtful Mythic (active Norse gods in specimen of Norse undead called the panels crammed with more than 20 charts
an otherwise realistic setting), Action draugr). and tables-it is not a bad value as these
Historical (savage Vikings with no magic), Campaigning: Tips and rough outlines things go.
Action Fantastic (standard fantasy setting, for designing scenarios in all six styles are The SPELLJAMMER™ AD&D® game
familiar to most AD&D game players), and presented in the campaign chapter, while Dungeon Master’s Screen (TSR, Inc., $9)
Action Mythic (PC participation in conflicts the adventures chapter features a number includes a set of fold-up game counters,
between the gods). I’m not sure how help- of specific story lines that the GM can another common bonus. The eight pages
ful it is to subdivide the genre to this ex- combine and develop as he wishes. Gener- of colorful, perforated counters are in-
tent; if Erik zaps Ivar with a magical club ally, the realistic styles—that is, the tended to replace the rather dreary set
during a peaceful trade expedition, does Thoughtful Historic and Action Historic— that came in the original SPELLJAMMER
that shift the style from Thoughtful Histor- are more convincing that those based in boxed set. They’re nicely rendered by TSR
ic to Action Fantastic, and if so, how does fantasy, owing to the focus of the material graphics maestro, Diesel, with detachable
knowing that help structure a campaign? elsewhere in the book. The Home Fires tentacles for the squid ships and cute little

DRAGON 75
claws for the scorpions. For the terminally the best short adventure Chaosium’s ever
inept, a full page of illustrated instructions published. Set in the jazz clubs of the
explains how to put them together. The 1920s, it’s an exceptional design, featuring
three-panel screen, designed by J. Paul a haunted trumpet, a cameo by Louis
LaFountain and Steven E. Schend, offers a Armstrong, and even a bit of pathos along
good selection of ship statistics and space- with the usual shocks. As for the screen,
combat modifiers, but since the AD&D it’s adequate but nothing special. I made a
rules are required in addition to those in better one myself.
the SPELLJAMMER set, DMs will probably
need more than the tables provided here Objective Raids, by Jeffrey Layton. FASA
to adjudicate a game. Corporation, $15. BATTLETECH* game
The CHAMPIONS* game’s Gamemaster’s aficionados have an insatiable appetite for
Screen (Hero Games/ICE, $12) also features detail, as evidenced by the lavish attention
a set of fold-up counters: a large sheet of paid to every screw and circuit of the
generic good guys and bad guys, along the robotic monstrosities populating the
lines of the “Cardboard Heroes” series BATTLETECH universe. Objective Raids is
published a while back by Steve Jackson more fodder for the fanatic, a thick direc-
Games. Additionally, there’s a 46-page play- tory of the military installations and indus-
aid booklet and a helpful collection of trial output of the hundreds of planets
character-creation sheets, combat-record comprising the border of the Clan Occupa-
sheets, and even guest lists for your super- tion Zone. Narrative elements are all but
hero stronghold, all suitable for photo- nonexistent, and the tone is as dry as a
copying. A 14-page summary does a Defense Department press release, but the
commendable job of streamlining the amount of information is staggering. The
excruciatingly detailed character creation entry for Shiro III, for instance, lists all the
procedure that’s stopped many a potential defenses for Irian BattleMechs and Grum-
CHAMPIONS game player dead in his man Amalgamated, along with more than
tracks, at least in my house. The four- two dozen on-site industrial components,
panel screen (with two panels including including the Hermes 240 Fusion Engine
information on both sides) lists the many and the GuideRite Laser Coordination Link
modifiers and maneuvers relevant to the Tracking System. The eyes of the uninitiat-
meticulous CHAMPIONS combat system. ed will begin to glaze by the time they
This is an excellent package assembled by reach page 20 (with only 172 to go!), but
Hero Games’ stalwarts Rob Bell, George that’s what separates mere mortals from
MacDonald, Chad Brinkley, Aaron Allston, hardcore BATTLETECH game players. This
Coleman Charlton, and John Brunkhart. is nonessential but nonetheless impressive.
The four-panel (two single-sided, two
double-sided) screen in the STAR WARS* Vampire Kingdoms, by Kevin Siembieda.
game’s Gamemaster Kit (West End Games, Palladium Books, $15. Bloodsuckers to the
$12) comes wrapped around 64 pages of left, bloodsuckers to the right-nope, it’s
printed material, the centerpiece of which not a lawyers’ convention, but the cities of
is an eight-episode adventure set in the South and Central America, now a haven
chaotic Trax Sector. Written by Bill Smith for vampires in the world of the RIFTS*
and Ed Stark, the adventure stresses game. Siembieda attempts the ultimate
action over role-playing, perfect for begin- vampiric sourcebook and largely succeeds,
ning Star Warriors who get antsy if they thanks to a unifying concept postulating a
go too long without blowing something up. civilization consisting of nothing but
The screen is the best-looking of the five undead—in particular, master vampires
considered here, artfully arranged and (the dominating big shots), secondary
highlighted in white and orange for easy vampires (traditional Dracula-types), and
reference. Among the more than two wild vampires (maniacal killers with poor
dozen tables are both the obvious (Force hygiene). The details of vampire culture
Powers, Weapon Chart) and the esoteric are lovingly and imaginatively explored, as
(Astrogation Difficulty, Grenade Scatter). are guidelines for refereeing vampiric
It’s a good buy for harried GMs. characters. The book loses steam in the
Chaosium had a garage sale and called it second half, a detour into mutant gangs
the Keeper’s Kit (Chaosium Inc., $15). It’s a and circus freaks that dilutes the impact of
collection of CALL OF CTHULHU* game the central concept rather than comple-
odds and ends not unlike the Miskatonic menting it. Though Siembieda apologizes
University Graduate Kit from a few years for the absence of adventure hooks, they’d
ago, this time packaged with a four-panel have been more welcome than the lengthy
Keeper’s screen. Among the items, most of NPC descriptions. Still, this is quite an
dubious utility, are a Miskatonic note pad achievement and a fascinating read.
(a less-than-generous seven pages thick), a
Miskatonic window sticker, a Mythos book l indicates a product produced by a company other
than TSR, Inc. Most product names are trademarks
cover, a promotional poster (mine’s for the owned by the companies publishing those products.
Masks of Nyarlathotep supplement), and The use of the name of any product without mention
another bunch of blank character sheets. of its trademark status should not be construed as a
But there’s a delightful surprise hidden challenge to such status.
among the clutter: an eight-page scenario
titled “The Dead-Man Stomp” by Mark
Morrison and L. N. Isinwyll that’s perhaps
76 MAY 1992
“Forum” welcomes your comments and opin- and AD&D games. Although I live in Australia, I have been a
ions on role-playing games. In the United States Since I was young when I started playing, it dedicated AD&D player for nine years now. I
and Canada, write to: Forum, DRAGON® Maga- was difficult for me. Yet I learned a lot, from the see very few, if any, letters from fellow Austra-
zine, P.O. Box 111, Lake Geneva WI 53147 U.S.A. vocabulary in all the various handbooks to lians published in your excellent magazine.
In Europe, write to: Forum, DRAGON Magazine, calculating to see if I hit a monster. Let me tell However, after reading the “Forum” of issue
TSR Ltd, 120 Church End, Cherry Hinton, you it wasn’t easy, because my brother made me #160, I felt the need to express our viewpoint
Cambridge CB1 3LB, United Kingdom. We ask do it all. I did the basic stuff, as well as thinking on attacks made on our game.
that material submitted to “Forum” be either of strategies, puzzling through hints, and taking We tend to follow your news a great deal.
neatly written by hand or typed with a fresh chances to keep my characters alive, and I still Whenever you experience a media “earth-
ribbon and clean keys so we can read and had fun in the game. quake,” we experience the aftershock. Our
understand your comments. Later, I became a DM and found that to be combined media have created immense ill-will
even harder. Here you virtually have to write a within the community against role-players. We
Two years ago, we presented a three-part book, but still allow for all the diverse decisions have been slammed by church officials and
series in “Forum” on the attacks being made the PCs make. It works not only on your called satanists and devil-worshipers.
upon role-playing games and our readers reac- imagination but on your reasoning abilities. One Propaganda-drenched critics suggest that we
tions to the situation (issues #160-162). We has to make sure all the different factors of the are suicidal and a menace to society. As a result,
continue our look at the problem with this game are balanced. Most of all, I had to make in many areas we rarely admit to playing AD&D
column. Interested readers may also consult the sure my brother had fun while I had fun. Look- games for fear of the backlash.
editorials in issues #125, 134, 151, 158, and 171 ing back now, I see that it also brought my I cannot see the basis for these slanderous
for further commentary. brother and I closer together (whether he assaults. Our AD&D game sessions consist of
realizes this or not). seven or eight guys and girls getting together
I have just finished reading the “Forum” of Now, on to other things about the games not and having a great time. There is no devil-
DRAGON issue #160. This whole “Forum” was specifically concerning me. In the “Forum” worshiping, no physical violence, and absolutely
based on the so-called bad influence and bad letters I read, the people mentioned “experts” no hint of suicidal mania. The AD&D game is as
publicity that the DUNGEON & DRAGONS® who had figures or cases that proved that D&D about as threatening to society and the individ-
game has received. I feel that it is about time I and AD&D games were a bad influence. Well, I ual as a friendly game of cards or snooker.
write and express my thoughts on this issue. think that is a big crock. One person quoted It is a sad state of affairs indeed when leading
First, let me introduce myself and give you my another magazine to say D&D games makes media spokespeople and church officials have
background. I am currently a high-school gradu- kids have no interest in school, become careless the audacity to attack an enjoyable and safe
ate, soon to be going to Johns Hopkins Univer- with their homework, and bypass eating, among pastime publicly. Have these people nothing
sity to major in computer science. I have been other things. The same happens to adults [it was better to do with their time and influence than
playing D&D® and AD&D® games since I was said], but they ignore work and family. I hate to jump at ghosts that do not even exist?
about 10. My brother introduced me to the break it to you folks, but doesn’t watching Shane F. Cameron
game. He is now working on his Masters degree football do similar things? The father and his Carlingford, NSW, Australia
in biomedical engineering at the University of friends sit around the TV, drink beer, and ignore
Southern California. In high school, I was on the others (except to yell to the wife to get some I have been playing role-playing games for
soccer and track teams and in numerous school more beer). I’m not saying that every family is four years now and have loved every minute of
organizations. My grades have all been very like that (mine isn’t) nor that all families have it. About two years ago, a friend and I would
good (hence being accepted to Johns Hopkins), problems like that, but some do, just like some play every week for about two hours. I don’t go
and I like to read a lot, especially science fiction. people who play D&D and AD&D games do. to church and I’m not very religious, but he
Not only do I play AD&D games a lot, I also You can’t blame it on the game, just as you can’t was. One day, he told me he did not want to
listen to rock music like a regular teenager. I blame things on sports, beer, music, or the play. When I asked him why not, he started
listen to many groups such as Led Zeppelin, books we read. The problem is the people; they telling me about how the games have to do with
Metallica, Rush, and Jimi Hendrix. To me, my need help and love from family and friends. satanism. He told me that his aunt brought a
family, and my friends, I am a normal person That is the answer to any problem. video tape that explained that people who play
with diverse interests, not some freak who is I’ve tried to say a lot in as short a space as DUNGEON & DRAGONS games worship the
going to kill others, or a manic depressive who possible. I have no idea if this letter will be devil, drink blood, and do all kinds of sick stuff
is going to commit suicide. Though I cannot published anywhere, but I had to have my say. like that. He said his aunt took the tape home,
honestly say I am a devout Roman Catholic like If any of it is confusing, do some research on so I never got to see it. I have heard people talk
my father, I still believe there is a God and the subject. I first learned how to research from about that before, but I can’t believe people
certainly do not practice satanism or human creating my own campaign, way before I could think that about a game.
sacrifice. learned it in school. Anyway, I hope whoever I lost a good friend two years ago, and I will
I hope that by reading this introduction, you, reads this is not insulted and will try to see never find anyone like him again, so I am writ-
the reader, see that I am a normal person with things from all angles. Thank you for your time ing to DRAGON Magazine to ask what to say to
regular problems like everyone else, none and for your greater understanding about role- these kinds of people.
caused by AD&D games (or the music I listen to, playing games, not just the D&D and AD&D John McCord
or the books I read, or my friends). I feel that I games. No address given
have a bright future ahead of me that could not Ralph deGennaro
have been without my experience with D&D Canton NY

78 MAY 1992
A trip to the local supermarket may not be problems] than to get involved with their fami- ed this explanation! This sort of gullibility is
expected to have infuriating results, but mine lies. Also, John Warwick Montgomery said more dangerous than D&D games are supposed
did. While passing through the frozen foods fundamentalists tend to have a generally nega- to be.
section, I encountered a turntable rack upon tive reaction to “the world-separate from it! I would suggest that TSR expand its line of
which were several magazines and romance These kinds of reactions usually produce the modules and produce games that would interest
novels. Among these, however, was a copy of a very evils they try to stop. Ignoring drugs and Christians. The works of J. R. R. Tolkien and
book, a supposed “expose” of satanism, entitled illicit sex leaves children uninformed and vul- C. S. Lewis are respected by many Christians
Devil on the Run. The book connected witch- nerable to these very temptations (Principalities and have been turned into role-playing games
craft and black magic with teen suicide, and and Powers, page 158). Actually our family has by I.C.E. TSR could develop modules based on
D&D, AD&D, and other fantasy role-playing found D&D games to be a better source of other Christian characters and literature. For
games to witchcraft and black magic! entertainment and togetherness than an eve- example, Solomon Kane, the puritan adventurer,
Why can’t this man and others like him look ning watching TV could easily be incorporated into role-playing
for the real causes of teen suicide, which is a Also, I have found that fundamentalists are games. Also, Edmund Spenser’s The Faerie
very definite problem today, instead of blaming very inconsistent when they try to root pagan- Queen could become a new game series. Steven
dark magic, which doesn’t even exist, and ism out of their lives. One friend told me that he Lawhead’s Dragon King series is a modern
FRPGs, which have been proven to be more would never let his son play D&D games be- example of Christian fantasy. Any Dungeon
helpful than detrimental? cause he did not want his son to end up like the Master could develop the above examples into
Third, linking teen suicide to witchcraft is kid in Rona Jaffe’s Mazes and Monsters. Know- exciting fantasy adventures. If TSR added these
unfounded, and linking D&D games to witch- ing my friend to be a sports fanatic, I decided to kinds of games to its present line, it could con-
craft is, too. D&D games, the third link on a have a little fun and said, “Then you should not vince some Christians that D&D games are not a
nonexistent chain, shouldn’t be connected to let him play Little League. After all, you don’t tool of the Devil and reach a new audience.
this nonsense, but it is. The author of that book want him to end up like Pete Rose, do you?” William Michael Kelly
probably knew less than nothing about role- Another friend told me that D&,D games Winona Lake IN
playing. . . . What’s wrong with society? Aaargh! should be outlawed because 95 people have died
Brian Phillips in the last decade playing them. I asked him if [Editor’s note: In 1984, Adventure Learning
Ponca City OK he believed soccer should be outlawed because Svstems. Inc. oroduced the DRAGONRAID’
95 people were killed in one afternoon at a game, a Christian-oriented role-playing game. In
As a player, parent, and preacher, I feel quali- soccer game in Sheffield, England, last year. I a phone conversation with a representative
fied to speak from three different viewpoints on also told him about the pagan origins of soccer. from that company I learned that the game was
the “demons” controversy in the DUNGEONS & In ancient Egypt, ball games were played as a generally unsuccessful in combating the image
DRAGONS game. [See “The Game Wizards” in religious ritual, the round ball representing the of RPGs held by those who already opposed
issue #154 and the editorial in issue #1.57 for sun god. Also, soccer, rugby, and football origi- those games. The game is now out of print.]
details.] nated from a game English boys played in 1050
As a player, I believe that demons should A.D. They kicked around a cow bladder they I am 14 years old and have played AD&D
remain available for those who want to use pretended was the severed head of a Viking, games for a few years and have DM’ed occasion-
them. The Dungeon Master and players should their worst enemy. I pointed out the part sev- ally. I would like to congratulate DRAGON
decide on the inclusion of demons. Participants ered heads played in Attic mythology, like the Magazine for being superb, but that is not the
should observe the rule that modern religious tathlum, or in Norse mythology, like Mimir’s reason why I wrote to “Forum:’ I wrote this
beliefs are to be avoided and remember that the head. My friend was not at all amused when I letter because I’m disgusted by the narrow-
purpose of the D&D game is to have fun, not suggested he march on the athletic field of our mindedness of the people of my town and
offend people. Remember that some people local Christian college with a placard reading, church concerning AD&D or any other role-
believe that demons are real and feel that in- “Soccer is satanic!” playing games. PeopIe condemn players and call
cluding them in a game trivializes a serious and Still another friend said that the D&D game them satanists, people who have never seen this
dangerous subject at the very least. However, I was dangerous because merely playing the game played but have heard rumors of death or
do not believe that having demons available in game could involve the occult spirits behind the demonic possession supposedly caused by role-
D&D games is any more dangerous than having wizards spells. I replied that to really be safe he playing. I try to defend the AD&D game by
them in Milton’s Paradise Lost or Marlowe’s should give up sports. The pagan Greeks orga- explaining how it is played, but it is like speak-
Tragical History of Doctor Faustus. nized sports to honor the Olympian gods. Also, ing to a brick wall. They honestly don’t want to
As a parent, I can understand the concerns of each sport had its own patron god, like Castor hear. I’ve invited them to attend a gaming ses-
angry moms and dads. Stories about satanic cult and Pollux, the patron gods of boxing. Now, if sion to observe, but they don’t want to get
groups would be enough to scare anyone. you live in Indiana you know that the state involved. I think that they themselves are afraid.
Newspaper accounts usually mention that religion is basketball, also known as Hoosier The public library won’t carry role-playing
someone in these cults played AD&D games as Hysteria. When someone goes on about the books because another library that carried such
if the game were a contributing factor to vio- occult in D&D games, I point out that basketball materials was picketed.
lence and crime. Also, movies and TV shows is very similar to the Mayan game of tlachtli. What I want to know is this: Why is it that when
inspired by the tragic story of James Dallas The twin heroes Hunahpu and Xbalanque these people hear about the AD&D game, they
Egbert make fantasy role-playing games look defeated the Lords of the Underworld at tlachtli think “occult”? What makes them believe that it is
like a highway to hell. Some people, either by and gained great power over the gods by their satanic? I could understand this concern if a
ignorance or on purpose, like to play up this victory. When my friend tried to ridicule the person confused the game with reality or became
imagined connection between D&D games and idea that demons were behind basketball, I obsessed, but that person would have had prob-
the destruction of the young. The controversy replied that it was no more silly than his belief lems to begin with. Why can’t they see that this
reminds me of Dr. Frederick Wetham’s charge that demons were behind D&,D games. I guess game is merely entertainment, no more harmful
that comic books caused juvenile delinquency. their forms of pagan entertainment are okay, than dreaming or story-telling? What can I say to
D&D game players need to keep this in mind but mine are all wrong. them? What happened to give such a good hobby
when defending or presenting the game. Par- As a preacher, I am concerned not so much such an awful reputation?
ents also have a responsibility to inform them- about D&D games as I am about the willingness I’d really like to see an article on how people
selves accurately about D&D games before they of Christians to accept all this kookishness about came up with such ridiculous tales about deaths
begin to evaluate the game. Children do not like Satan. Someone who claims to be an ex-satanist supposedly caused by AD&D games and about
being criticized and accused of things that are priest has an automatic audience in some Chris- how to deal with such people. If anything, I
just not true. The worst problem I heard con- tian circles. As a result of this preaching about could show the article to my parents. Then
nected with D&D games is that kids get ob- how the Church of Satan is going to take over perhaps they’d understand that role-playing is
sessed with the game to the exclusion of all else. the world, some people have attempted suicide not corrupting me.
However, I have noticed that a similar obsession and even tried to make suicide pacts with their Casey Leah Williams
with sports is called “school spirit” and is never families. When some serious research exposed Vienna WV
a source of concern. Besides, if a person starts one man’s history of mental instability and
to live in a fantasy world, the problem is usually fraudulent claims, this ex-high priest of the I recently saw a segment of the 700 Club that
with his reality. Devil said that this showed how powerful the dismayed and outraged me. In this particular
The big problem with a lot of families is that Church of Satan was, that they could even segment, the host was interviewing a young
parents take too little time and interest in their reach into the Pentagon and FBI and alter his man who had just become a Christian. This
children. It’s easier to blame AD&D games [for history. A lot of people unquestioningly accept- young man had been an avid player of the

DRAGON 79
DUNGEONS & DRAGONS game. He blamed the overcome through some very simple principles: for years in defense of our constitutional rights.
game for causing him to think about killing his teamwork, faith in friends, faith in your own Your problem (and mine) is that our enemies,
parents and giving him a megalomaniacal com- abilities, perseverance, and dedication. These and even some of our supposed “friends,” are
plex. The program went on to condemn role- principles were buried behind piles of discarded separating the Bill of Rights into acceptable and
playing and the DUNGEONS & DRAGONS game soda cans and empty potato chip bags, and I unacceptable rights instead of reading it as it
for warping the minds of those who got in- learned them while surrounded by loyal friends was written-as an indivisible whole (suggested
volved in these activities, and the show also who faced creatures that would make Arnold reading: The Federalist Papers and the Anti-
accused D&D games of being an introduction Schwarzennegger run in fear. In the meantime, Federalist Papers).
into the occult. I do not begrudge the fact that my “normal” peers spent their weekends getting I would say that writing letters to the editors
this person gave up role-playing, or even the drunk, getting high, and taking part in other of your local newspaper is perhaps the best way
fact that this person chose to become a Chris- “normal” activities. By playing this “dangerous” to gain favorable attention. There are, of
tian. That was his right. What outrages me is game, my friends and I became adults. Our course, certain guidelines that should be fol-
the fact that he chose to blame role-playing, and parents worried about us, and our high-school lowed. The following is a rephrased and short-
specifically the DUNGEONS & DRAGONS game, principal and teachers feared for our sanity, just ened version of a letter to the editor written by
for all his problems. Role-playing games per se like what is happening to many of you today. David B. Kopel, appearing in the September 14,
do not cause suicides or other personality What became of my group? The paladin is 1990, issue of Gun Week:
problems, Nor does this harmless pastime serve now a professional Army officer and veteran of 1. K.I.S.S.-Keep It Simple, ‘Sam. Short letters
as an introduction into the occult. The people the Panama invasion. The fighter/magic-user are more likely to be published; 100 words or
who have these problems are going to have owns his own business. The ranger is now a less is a good guide. One or two ideas can be
these problems regardless of whether they get successful attorney. We’re well-adjusted adults communicated, being about as much as the
involved in role-playing. who learned that nothing is impossible once average reader can grasp while on his coffee
I have been role-playing for 10 years, with the you’ve kicked the snot out of the demi-lich break.
vast majority of this time spent as a DM for the Acererak from [the AD&D module] The Tomb of 2. Type-Good idea, especially if your hand-
ADVANCED DUNGEONS & DRAGONS@ game. I Horrors. writing is like mine.
have a job, am a 4.0 student at a fine college, Finally, I’d like my fellow gamers to not judge 3. Use clarity-Express your opinion in a
and am not into the occult. I have encountered these [critics] too harshly. Most Christians are forceful manner. This is where we should shine.
dozens of fellow role-players of many ages and well-meaning, open-minded people. Many just 4. Avoid prejudice-Don’t show any sort of
races and both sexes. Some were good role- do not have the facts about RPGs and are led to prejudice. If you do have extreme opinions,
players, and some were bad. They all have one believe (wrongly) that RPGs are more than a don’t put them into writing, as it might come
thing in common: Not one of them ever per- form of entertainment. If you can rationally back to haunt you. Don’t make personal attacks
formed aberrant acts because of their involve- explain your reasons for gaming and present on opponents. We’re fighting the sin, not the
ment in role-playing. There are some that are RPGs to them in the light of commonly known sinners.
involved in the occult, but they were into the games, you will find most of them accept gam- 5. Concentrate-Emphasize the positive. Don’t
occult before they began role-playing. ing as entertainment. Explain it to your minister wander all over the map with side issues.
Role-playing is a harmless pastime that can be or school principal. Prove to them that gaming 6. Use diplomacy-A talent or skill in some
shared by people from all walks of life. Role- makes you a better person. Who knows? You game systems, diplomacy is essential in the real
playing does not promote the occult or encour- might find a new player or two in the process! world. If a news story makes an erroneous
age aberrant behavior in real life. Those who ILT Bob MacKey statement, offer to “clarify” a point. Don’t be
get carried away with these games do so be- Somewhere in Saudi Arabia stampeded into a blazing attack on a person or
cause they choose to. Role-playing games, like group.
anything else, can be abused if not used proper- I’m not an avid reader of DRAGON Magazine, 7. Single out-Send your letter to one local
ly, It is time that the role-playing community but when I see an interesting one, I pick it up. paper at a time. Editors like to have an exclu-
stood up and spoke out against this type of Anyway, I’ve been playing the AD&D game for sive, so put a P.S. at the bottom making that
defamation. If not, the next target may be you three years now, and I’m growing quite dis- point. Wait about l0-12 days, and if they haven’t
or I instead of the harmless game we enjoy. turbed by the number of people who “bash” used it by then, you may feel free to send your
Walter Roberts RPGs. My husband is stationed at Fort Lewis, message elsewhere.
Georgetown SC Washington, and most of our good friends are 8. Patience-If you have your letter published,
gamers. The Army is probably one of the most wait at least a month before sending another
[From a letter dated December 7, 1990:] While demanding employers around, and many active one. “Letters to the editor” columns are a com-
sitting in Saudi Arabia as part of Operation duty personnel (especially single soldiers far munity forum; other people have a right to be
Desert Shield, I have been reading with interest away from home) engage in RPGs. It gives them heard.
the ongoing debate involving role-playing games a chance to get away and forget about their 9. Telephone-Your telephone number and
and certain religious fringe groups. I’d like to problems. When my husband goes to the field address should appear at the top of your letter,
express my views on the subject and give some for months at a time, he takes his dice. It puts so the paper may call to confirm your letter
advice on how to handle people who would him at ease for a little while. before printing.
degrade our hobby. What I’m trying to say is that people need to 10. Use a hook-You should have some sort of
I am a veteran DM and player with over 10 vent their frustrations and get away from them. local or national news story to respond to.
years of gaming experience, and I am a devout Gaming gives you a chance to be what you’ve Choose something that is current to grab the
Southern Baptist. I have never felt my faith always wanted to be but never had the guts to readers’ interest.
being questioned when I play (and I’ve played all really try. There are bad apples in every bunch. When I read the article referred to above,
alignments and character classes, including We’re not all crazy and suicidal! I personally then saw the “Forum” for issue #161, I decided
assassins). This is easy to do when you play for can’t seem to play anything but paladins. I’d like that I had to do something to put my money
pure pleasure and keep in mind that role- to be that good and understanding myself. But where my mouth is about role-playing games. If
playing games are games. I think that part of it’s hard to be lawful in a world so chaotic. So, these guidelines help even one gamer get a
the problem with these religious groups is that parents (I’m one myself), play it with your kids. letter published, I will feel that I have been of
they refuse to believe that the AD&D game is a Don’t knock it till you’ve tried it. I’ll play with service to the hobby as a whole.
game just like Parker Brothers’ MONOPOLY my daughter, and I hope she is better for the Whether you like guns or not, you have to
game, chess, or basketball. They really don’t experience. admit that the gun owners of the U.S. have
understand the idea of a game played in the Tammy Coppa become a very powerful political force. I believe
imaginations of its players, a game that doesn’t Fort Lewis WA that gamers are going to have to adapt to the
end and in which everyone “wins!’ changing situation and adopt some of the form-
I am the only person in my six-member family I am a gun owner, role-playing gamer, some- er’s tactics. Become an issue-oriented voter if
(including both parents) to graduate from high times war gamer, reader of Playboy and other you can vote, and be a persuasive letter-writer
school, and the only person in my family to magazines banned from 7-11, science-fiction (if you can’t vote yet). The battle is unending,
graduate from college. I have AD&D games to reader, and-a Christian. Sound unlikely? Well, I expensive, and political. It’s a dirty business, but
thank for much of that. I was introduced to think that most people do not fit neatly into the if we don’t fight for what we believe in, we
gaming when I was 16, when my friends and I categories and groupings pollsters and politi- deserve to lose it.
discovered the AD&,D game. At the time, I was a cians play to. Curry A. Mosher
fairly withdrawn underachiever. Through YOU are now experiencing a little of the reality Wellsboro PA
gaming, I learned that any obstacle can be of the fight I and my friends have been waging

80 MAY 1992
A vampire in your condominium
and the Devil’s horse in your back yard
@1992 by [Link]

one is a mage and the other a ghost), a


high-tech auto plant where a retired met-
allurgist is given the strangest challenge of
his career, or faerie itself, where the black
sheep of elvenkind plot pornographic
movies as well as vengeance on their more
benign cousins. And when it comes to
designing unique modern-day magical
artillery, the hardware in these pages is
twice as wickedly ingenious as anything
you’ve ever seen in a D&D® game wizards
catalog.
For the most part, what’s missing isn’t
characterization, either. There’s Sam Kelly,
who hasn’t seen the Fair Folk since child-
hood but isn’t fazed when they ask him to
help design cars without using iron and
steel parts. There’s Tania, who’s escaped a
smothering family life only to find that the
streets are no kinder and often far more
step forward toward a new kind of “urban dangerous. There’s Ross Canfield, who has
faerie” setting as well as a story that’s hard only just realized he’s a ghost and
to put down. Yet there’s something missing promptly begins making up for lost time in
from Born to Run that keeps it from more ways than one. And there’s Tannim,
reaching the top of its class. whose passion for fast cars is equaled only
What’s missing isn’t plot, because there’s by his passion for magic-and his skill
enough going on in this book to keep a TV with both.
series in scripts for at least a year. What’s But that’s the human cast, and Born to
especially impressive is that though the Run is only partially about humans. Tan-
viewpoint moves back and forth between nim and Sam’s employers are elves adapt-
three major protagonists, the lead villain- ing to modern civilization; while Lackey
ess, and several secondary players, the and Dixon sketch the dynamics of that
novel never feels as if it’s out of control. tricky pursuit as skillfully as they outline
Despite the widely scattered cast, in fact, the rest of the plot, the elves themselves
events feed smoothly into each other with don’t come across as markedly different
just one notable breach of plausibility from their mortal associates. They may be
involving two otherwise unconnected long-lived and possessed of powers and
BORN TO RUN characters who have the same contact in homelands inaccessible to humanity, but
Mercedes Lackey & Larry Dixon the Savannah police department. they are remarkably humanlike in the
Baen 0-671-72110-0 $4.99 Nor is it fuzziness of detail. Born to Run ways they think and act, no more unusual
There’s a lot to like about this first novel is nothing if not vivid, whether the scene in mind or outlook than a community of
in another new series, this one collabora- is teenage runaway Tania’s scruffy little Amish folk or a band of ’60s hippies.
tive. As a rapid-fire adventure full of exot- shared apartment, a rural Georgia night Is it fair to complain about something
ic cars, all-too-real street culture, and where an old man and a young race-car the novel is not when it does so well on so
diabolically inventive magical melees, it’s a driver can talk about life (never mind that many other fronts? Perhaps not, but one

82 MAY 1992
of the appeals of “urban faerie” settings is The Farmer story is acceptable reading yarns. Resnick’s brief anecdote is good for
the interaction of the unknown world and but doesn’t offer much to be mined for a laconic chuckle, where Reichert instills a
its denizens with our own environment, game-campaign ideas, while the useful gradually building desperation in her
and it’s frustrating to find that quality scenery and staging in Murray’s offering longer entry. Charles Ingrid’s “The Phan-
lacking here. But if Born to Run doesn’t can be obtained only at the cost of wading tom Watch” is the collection’s one skillfully
quite capture the slightly surreal mystique through startling amounts of unappealing told nod to pure sword-and-sorcery.
of faerie riders racing beneath a full narration. An interest in horsemanship is probably
moon, it’s still got the tightly controlled That’s a shame, because the original Doc an asset for readers of this anthology, but
energy and lean contours of an expertly Savage tales are a clear if subconscious it’s hardly a prerequisite. What Horse
tuned Mustang Mach 1 like Tannim’s. Don’t part of the foundation on which modern Fantastic does best is to demonstrate that
be surprised if you hear a “Vroom!” when role-playing games are built. More than there’s no one right approach to a subject,
you pop the cover. most other pulp series, those early novels and it takes only an interest in good story-
drew their appeal from team efforts and a telling to appreciate the books ample
sense of constant battle-readiness. Neither merits.
ESCAPE FROM LOKI Farmer nor Murray captures the essential
Philip Josè Farmer Savage spirit, leaving gamers interested in
Bantam Falcon 0-553-29093-2 $4.50 borrowing from Doc Savage mythology TOM SWIFT #6: AQUATECH
the increasingly difficult chore of tracking WARRIORS
PYTHON ISLE down copies of the original books. Victor Appleton
Kenneth Robeson Archway 0-671-67828-0 $2.99
Bantam Falcon 0-553-29357-5 $4.50 HORSE FANTASTIC
If Doc Savage isn’t the definitive pulp edited by Martin H. Greenberg TOM SWIFT #7: MOONSTALKER
hero, he’s certainly one of the most dura- & Rosalind M. Greenberg Victor Appleton
ble, and these two novels mark the begin- DAW 0-88677-04-3 $4.50 Archway 0-671-75645-1 $2.99
ning of a new round of adventures for the The combination of horses and magic At first glance, Tom Swift looks like the
Man of Bronze. Yet neither Philip José apparently postdates the average AD&D® longest-lived teenage adventure hero in
Farmer’s tale of Doc’s origins, nor Doc's campaign; of the 17 tales in Horse the business, with adventures dating back
first new adventure from Will Murray Fantastic, 11 are set in the present day, well into the early part of this century. In
(who takes over the Kenneth Robeson one is a Biblical fable, and just five are fact, he’s the only hero of that period who
pseudonym from its late creator, Lester heroic fantasy. But even if this anthology actually grew up; the Tom Swift of the
Dent) succeed in capturing the spirit of the isn’t a gamer’s idea-mine, it’s still a remark- current series is the original Tom’s grand-
old pulp adventures. ably effective and surprisingly diverse son. This latest round of Swiftian tales
In Farmer’s case, the results appear to collection of stories about horses-and the continues the cycle’s twin traditions of
be deliberate. To give Doc Savage a proper people who live with and care for them. fast-paced action and exotic-yet-plausible
origin story, Farmer adopts a World War I A number of the writers are familiar science-fictional gadgetry.
setting in which Doc and his future associ- favorites: historical fantasist Judith Tarr, Both Aquatech Warriors and Moon-
ates are thrown together when their as- sword-and-sorcery novelist Jennifer Rober- stalker get points for not straying too far
sorted military activities lead to their son, Elizabeth Moon of the Paksenarrion into rubber science. In the former book,
capture and imprisonment by a German trilogy, and prolific storytellers Mike Re- the lead inventions are a streamlined and
scientist who’s doing mysterious weapons snick and Mercedes Lackey. Except for enhanced deep-sea diving suit and an
research. There’s little pyrotechnic adven- Lackey, whose contribution is a brisk vi- assortment of exotic submersibles; there’s
ture here; rather, Farmer combines a gnette about a character in her Heralds of also a laser wristwatch, but it’s there more
straightforward war story with a cursory Valdemar series, most of these veterans for flavor than anything else. The novel
look at Doc’s coming of age. The result is offer stories outside their usual boundaries. gets especially good marks for not giving
strong on atmosphere, but weak on plot Tarr, herself a horsewoman, draws a any of these gadgets plot-busting powers;
and surprisingly thin on character devel- clear-eyed portrait of a small riding school it opens with a test of the laser watch
opment; the narrative recounts moments and its unexpected secret. Roberson’s tale going wrong. A flaw in the diving-suit
of intellectual and emotional insight as abandons epic adventure for a dark-edged design nearly gets Tom killed, and a rescue
bluntly as it describes conditions in Baron peek at the rodeo circuit. Josepha Sher- involving one of the submersibles finds
von Hessel’s prison camp, nicknamed Loki. man’s story trades the Slavic setting of her Tom’s sister, Sandra, deliberately taking
Will Murray’s Python Isle does a better two previous novels for a New York race- the craft beyond its designed stress limits.
job of mining pulp traditions in a story track and a ghostly predawn ride. Though Moonstalker gets less of its plot from
involving a lost-island civilization, several one of Mary Stanton’s two contributions Swiftian inventions but compensates by
sets of unscrupulous treasure hunters, keeps the mythology developed in The showcasing a plausible NASA space-shuttle
and a series of chases leading halfway Heavenly Horse from the Outermost West, mission. We get to see Tom going through
around the world. Murray efficiently it trades that books contemporary setting a condensed astronaut-training program,
juggles the elements of mysticism, science for a much older milieu, while Stanton’s then follow the title spacecraft into orbit,
fiction, and crime-busting characteristic of second piece is a quick setup for a science- where it’s promptly marooned through the
Doc’s exploits, and he stages several dra- fictional punch line. machinations of an elusive saboteur. The
matic captures and escapes in the course Of the lesser-known authors, Lee Bar- eventual reversal of fortunes highlights
of the adventure. wood and Barbara Delaplace stand out Tom’s ability to think on his feet and take
But Murray loses more points for inept with well-characterized stories about advantage of existing resources rather
writing than he gains for clever plot ideas. solitary women and their unusual equine than pulling electronic rabbits out of the
The prose in Python Isle is almost too associates, one a spirit trapped in a statue author’s hat.
clumsy to be believed, full of overlong and the other a seemingly orphaned pega- If there’s a particular weak spot in this
sentences, awkward verb constructions, sus. Though the plots are similar, the pair of novels, it’s that they’re a bit too
words that simply don’t fit, and characters executions are a study in contrasts: Bar- much alike for their own good. Both books
who bellow, squeak, exclaim, boom, and woods tale is moody and mysterious, find Tom and his friends battling industri-
wail far more often than they simply say while Delaplace handles hers with a light, alists bent on world domination. That
something. wry touch. Mike Resnick and Mickey would ordinarily be cause to complain
The combined results are little short of Zucker Reichert display equal diversity in about repetitive plotting, but as “Victor
disastrous for fans of the pulp-hero genre. the collection’s two deal-with-the-devil Appleton” is a composite identity for a

DRAGON 83
host of writers working independently, the accomplished the rare feat of writing a occult ability than on good old-fashioned
glitch is more accurately blamed on unfor- genre novel that turns most of the genre’s human cleverness.
tunate scheduling than on authorial care- conventions inside out without losing its The thorough treatment of vampiric
lessness. readability. The only question remaining is abilities and the compactness of the mod-
In fact, the Swift series is fairly well what he’s likely to do for an encore. ern plot thread should make this tale a
packaged for its kind. Moonstalker refers valuable resource for players of any game
to further testing and development of an A MATTER OF TASTE in which the undead figure. But even
invention highlighted two books previous- Fred Saherhagen those who don’t have vampires looking
ly, and Aquatech Warriors brings back an Tor 0-812-52575-2 $3.99 over the shoulders of their player-
archvillain introduced in the first book of At least a dozen different writers have characters should find the novel a lively,
the current sequence. The cover designs produced tales of modern-day vampires, suspenseful yarn.
are smooth and crisp, though the artist and at least half of them borrow directly
badly needs to emphasize colors other from the Dracula legend. In that field, Recurring roles
than blue. Overall, readers in search of Fred Saberhagen’s distinction is that no A new rule of fantasy: If it’s the second
tightly plotted high-tech suspense could do one else is as good at combining Dracula’s book of a two-part story from Barbara
far worse than to acquire a taste for Tom memories of Renaissance history with the Hambly, look for the unusual. The Magi-
Swift. ingredients of a modern occult thriller. A cians of Night (Del Rey, $5.99) takes a story
Matter of Taste has both, in an amiably that began in one of Hambly’s crisp if
DRAGON SEASON tense narrative that puts this series back traditional imaginary worlds and transfers
Michael Cassutt at the top of its class. the protagonist lock, stock, and spectacles
Tor 0-812-50392-9 $4.99 The historical plot takes Vlad Drakulya into Nazi Germany in the early years of
We begin Dragon Season with a mystery: (Saberhagen’s spelling) to Rome, involving World War II. The result is a tale that’s
U.S. Air Force lieutenant Rick Walsh has him in the alchemical and political in- grim and desperate, yet inspiring. Better
just returned from an overseas assignment trigues of the legendary Borgias at the still, while it pulls no punches on atmos-
to find his girlfriend missing, leaving be- dawn of the 16th century. Meanwhile, phere, it avoids the sin of overplaying an
hind a month-old son and a puzzling video- someone in modern Chicago has taken an abstract moral agenda in favor of a relent-
tape. Finding Maia merely substitutes one interest in “Matthew Maule,” the name less focus on the characters. This is one of
enigma for another-because she’s from a under which Dracula lives quietly in a Hambly’s best.
universe next door to ours, and there’s a perfectly ordinary high-rise condominium. Bardic Voices I: The Lark and the Wren
dangerous connection between her disap- Before long, it’s clear that Dracula’s enemy (Baen, $4.99) finds Mercedes Lackey begin-
pearance and a top-secret missile project knows exactly who and what he is-but ning another entirely new series, this one
going on outside Tucson, Arizona. the purpose of his vendetta remains ob- concerning a world distinctly different
What’s eminently likeable about Michael scure until very late in the game. from that of the Heralds of Valdemar. The
Cassutt’s narrative is that it takes this Saberhagen has always had a good ear political intrigues are more complex and
conventional premise and executes it with for Dracula’s literary voice, and the vam- less principled, for one thing, and there’s a
a sharp, common-sense eye for both the pire’s narration of the historical chapters subtle weaving of very old Celtic material
military mindset and the Southwestern is as sharp as ever. The novel is no substi- on the musical side of the plot. At the
setting. What’s more, Cassutt doesn’t graft tute for a full-fledged biography of the same time, though, there’s almost too
an ordinary quest or a cardboard villain Borgia family, but it’s a lively introduction much story for the characters, to the
onto this plot. The focus stays on Rick, that should send readers cheerfully off for extent that no crisis really lasts long
Maia, and baby Gus, whose great- more details about some of the deadliest enough for the reader to feel the danger
grandfather just happens to be a god. and most devious plotters in all history. properly. It’s a good read and the change
Unfortunately, the gods powers are wan- The modern elements of the series have of emphasis is welcome, but it’s just a
ing, and an ambitious political faction in been less consistent, but Saberhagen has touch too brisk.
Maia’s world has taken advantage of that them well in hand this time out. Investiga- Simon R. Green, meanwhile, brings
fact to launch a military campaign using tor Joe Keogh and his brother-in-law, John readers a fifth tale of city guards Hawk
technology stolen from our world. Southerland, are back from earlier books, and Fisher in Guard Against Dishonor
The war effort itself, though, is really and their familiarity with Dracula’s history (Ace, $3.99), this time separating the
secondary to the resolution of Ricks rela- plays neatly against the uncertainty of husband-and-wife team when each is
tionship with Maia, which has been se- John’s fiance, Angie, who’s just being individually thought to have betrayed
verely complicated by their abrupt introduced to “Uncle Matthew” when their positions of trust. This is one of the
immersion in Maia’s home culture. Cassutt events suddenly erupt into crisis mode. better entries in what’s been an uneven
does a solid job of creating a society that’s And Dracula is not the only vampire in the series; where Green’s plots have some-
weirdly different while echoing elements case; his adversary, it seems, is also one of times failed to mesh with the rough-and-
of our own civilization, and the individual the undead. More than that-Valentine tumble setting, the mix of torn loyalties
characterizations are equally polished Kaiser very nearly manages to destroy the and a magically enhanced drug scheme fits
blends of the alien and the familiar. one-time Prince of Wallachia without so well on the rugged streets of Haven.
Though the climax has its share of high- much as crossing his threshold. Meanwhile, Lawrence Watt-Evans
powered pyrotechnics, the dragons of the Saberhagen is also skillful at turning bits presents a decidedly rural yarn in his
books title are mostly window-dressing on of vampire lore into story points, and A loose series of Ethshar fantasies. In The
a story about commitments, ethics, and a Matter of Taste has a healthy dose of Blood of a Dragon (Del Rey, $4.99), a hunt
choice of futures. these. We are given a look at Dracula’s for the title substance leads young Du-
If that makes Dragon Season sound like awakening from death into undeath, find mery far from his comfortable city home
heavy or intimidating reading, it shouldn’t. him using state-of-the-art technology to in search of an interesting apprenticeship.
The book is smoothly written and almost overcome his lack of a reflection, and see Find one he does, though not without
too low-key for its own good, to the extent several demonstrations of the vampiric considerable interference from the witch
that it could very nearly be described as inability to enter a dwelling uninvited. But Teneria, hired by his parents to find him
science fiction rather than fantasy. (The- while Saberhagen is among the most gen- and bring him back. But it’s not the ap
matically, you could also call it a tech- erous of novelists in endowing his vam- prenticeship he expects, and gamers who
nothriller, except that it doesn’t have pires with all their traditional powers, he have always wondered where wizards’
nearly enough sex and violence in it to avoids making them infallible, and the supplies came from will be intrigued by
qualify for that title.) Michael Cassutt has outcome of the adventure depends less on Watt-Evans’s handling of the matter.

84 MAY 1992
86 May 1992
Unanswered mail-answered at last!
by David “Zeb” Cook

this was intentionally left out. The topic of


monsters continually expands and
changes. When we did the 2nd Edition
DMG, we had not written up all the mon-
sters that now appear in the Monstrous
Compendium appendices. In fact, we had
no Monstrous Compendium at all at the
time, so it was impossible to include a
monster listing in the DMG. (If we had,
how many gamers would have been upset
once the Monstrous Compendium expand-
ed that list?) We also never considered the
material on monsters appropriate there;
creatures deserve their own reference.
Did we mean to cheat people? No-even
before the AD&D 2nd Edition game was
released, it was assumed that three books
were that game’s necessary core.
Of course, TSR hasn’t stopped putting
out expansions to and additional material
for the AD&D game, and that leads to
confusion about rules that contradict each
other. Alan T wanted to know just why
the rules for berserkers in the Vikings
Campaign Sourcebook didn’t match those
in The Complete Fighter’s Handbook, and
kind enough to allot a few pages here for just how he should resolve it. Noel G.
me to do just what I haven’t done: answer noticed that the description of the city of
my mail and, with luck, answer a few Verbobonc in the module Vecna Lives!
questions that seem to keep coming up. didn’t match that in the module Fate of
Maybe you have these questions on your Istus. Since I wrote Vikings and Vecna
mind, too, even if you’ve never bothered Lives!, I guess I’m sort of guilty.
to write. In the case of the Vikings Campaign
First, an explanation and an apology of Sourcebook, there was no error. The VCS
sorts. Many players of the AD&D® game, creates rules for a particular time, place,
of all ages and lands, go to the trouble of and mindset. Its berserker was created to
mailing in their opinions about what I in match the details of Viking lore and leg
particular or TSR in general have done end; The Complete Fighter’s Handbook
I was cleaning out my office today-I Some letters are nicely complimentary, rules for berserkers were just “wrong” for
being “Zeb” Cook, the game designer at and others are not-but I read every one the VCS. As for the city of Verbobonc-
TSR who is usually referred to as “older that is sent to me, even if I don’t write an well, what can I say. Oops. I missed the
than dirt” (or, by now, probably older than answer. Fortunately, the mail is not a fact that Verbobonc had been described in
fossilized stone). Anyway, I was cleaning deluge tit’s only a few letters a week), or Fate of Istus. (I still like my Verbobonc
out my office, and by the time I had I’d never get any work done. As far as better.)
moved around the stacks of paperbacks, writing replies goes, my family and friends To avoid getting myself in that kind of
magazines, newspapers, CDs, toy robots, are lucky to get a letter once a year from trouble again, I have to answer several
and reference books, I had a fistful of me! I’m not a letter-writing kind of guy. pleading letters from Domingo Q. with a
letters, each read but unanswered. All this Anyway, on to business. straightforward “I haven’t a clue.” He
led me to two conclusions. One, my office Scott G. was one of several people who wanted to know in what year (WORLD OF
is still a mess. Two, I’m terrible at answer- wrote with the observation that “there GREYHAWK® campaign time) several
ing mail. Fortunately, Roger Moore, the was no monster appendix” in the AD&D module adventures were supposed to take
editor of this esteemed publication, was 2nd Edition Dungeon Master’s Guide. Yes, place-Temple of Elemental Evil, Scourge
DRAGON 87
of the Slave Lords, Vecna Lives!, etc. I ment Guide, the Brothers Apocalyptic course to become a game designer. We
could guess, but I’d almost certainly be demand? That’s like asking if you “need” a have hired ex-teachers (like me), fresh
wrong, so I won’t. Modules seem to float particular television program. If you don’t college graduates, ex-computer program-
in their own time-space continuum, burst- like the program, don’t watch it. If you mers, ex-reporters, ex-editors (hmm!), ex-
ing into existence just when your player don’t like a guide, don’t use it. Nobody sailors, and ex-designers from other game
characters are ready for them. Remember, forces anybody to buy anything. The companies. Certainly clear and fast writing
all fantasy time is convenient. Brothers complain about the number of is a big plus, along with a knowledge of
In the vein of convenience, I hereby Monstrous Compendium appendices, but TSR games, but imagination and creativity
grant Dennis F. permission to make up my only answer is not to buy them. Not are a must and that’s something that just
whatever rules he feels like for his game. every product is going to appeal to every can’t be taught. Even with all the right
Not that he needs my permission or that I person, so pick what you like and avoid “qualifications:’ the odds are still very slim.
have any official authority in these mat- the rest. There are only six designers who work
ters, but he was kind enough to ask. (How- Jon E. is full of questions over a range of full-time for TSR, so you can imagine the
ever, Dennis, remember that there might things. So, in the Jeopardy vein, the an- competition is rather fierce.
be good reasons why your players com- swers are: kite-flying (mostly two-line, for Ilya B. wonders where I get my ideas.
plain that things are not fair.) As for writ- those who know) and cooking; for about I’m not really sure, but it does involve a lot
ing FORGOTTEN REALMS® and 16 or 17 years; a few; yes; yes, of course; of reading. Currently, my bookshelf here
SPELLJAMMER™ novels, that is not up to it’s quite different and the first two adven- has things like an old Sears Roebuck cata-
me but to the esteemed editors of the tures are sheer brilliance; gnomes; and log, a textbook on fossils, Maneaters of
book department at TSR. “Oops.” The questions, in no particular India, collections of Scandinavian folktales,
The Brothers Apocalyptic (yes, that’s order, are: Have you ever played the several histories of England, a book of
how it’s signed) bitterly take me to task MARVEL SUPER HEROES™ game before? uniforms from the Renaissance, several
about that same issue of freedom. (Like I Do you have any sayings for getting rid of sagas, some books on architecture, The
said, everything both good and bad gets powerful items? What are your hobbies? Junks and Sampans of the Yangtze, and
read.) First, I don’t have “lackeys:’ and the Are you on any production teams? What other stuff. Any one of these might be
other designers around here would whack do you think of the new DARK SUN™ set? useful for an idea, floor plan, illustration,
me if I said otherwise. Second, I don’t How long have you been playing? What or monster. You never know.
dictate what is or is not official in the sort of characters do you prefer? Have Finally, “I was wondering if you’ll be
AD&.D 2nd Edition game, and I don’t want you ever written any adventures? designing a third edition?” was the terrify-
to stifle anyone’s imagination. There are a Innumerable folks, like Buddy B., want ing question of Jason S.
lot of people here with a lot of ideas and to know how to get a job at TSR, Inc. (or, AAAAAAAAHHHHH!
opinions, most of the time different from as Mark W. put it, “how you became one Thanks for writing everyone-and keep
mine-but that’s what makes things fun. of TSR’s brass”). I don’t know about brass, it up.
Do we really need an Arms and Equip- but I do know there’s no magic formula or

That’s Certainly cat’s ability to speak with other felines is age greater involvement of familiars in
Un-Familiar! replaced by the ability to speak with mam-
mals, which is in turn replaced by the
play, the DM might bend the rules and
exempt these spells from the usual prohi-
Continued from page 28
power to speak with all animals. This bitions, permitting any specialist the
keeps a familiar from retaining lesser chance to boast of having a kindly-or
A familiar should develop new capabili-
redundant powers as its abilities progress cruel-animal companion.
ties gradually, not in dramatic leaps in
upward. The DM can still forbid a familiar from
power level. A familiar shouldn’t jump
Specialist wizards can cause problems gaining powers that too closely resemble
suddenly from intelligence 12 to intelli- where familiars are concerned. Since those from a school of magic its wizard is
gence 18, but should see its intelligence
abjurers cannot learn alteration spells and barred from learning. A gnome illusionist’s
rise in modest steps. A black cat familiar
invokers and necromancers can never ferret familiar, for instance, would never
should be able to speak with other felines
acquire enchantment spells, one or more receive any abjuration powers, in which
before learning to speak with all mammals of these specialists may be prevented from case this ferret lacking such useful pro-
and ultimately with all animals.
using spells of the familiar enhancer se- tective powers deserves special care when
Similar powers gained in succession
ries. Diviners and invokers, prohibited the DM assigns it powers if the animal is
shouldn’t be stacked atop one another, but from using conjuration/summoning spells, to survive the campaign’s many perils.
should supplant lesser powers. The black cannot even learn find familiar. To encour- Magical items, too, can help familiars
play a more active role and can protect
familiars from a hostile world, so the DM
might consider adding a leg band of pro-
tection +2, a falcon hood of regeneration,
or a collar bell of opening to an adven-
ture’s treasure hoard. The DM should
review what special steps can be taken to
better involve familiars at all levels of play.
An animal companion that can hold its
own in a grueling campaign will make for
more memorable adventures, well worth
the DM’s extra work.
[Further information on familiars can be
found in the following articles: “A Cast of
Strange Familiars,” in DRAGON@ issue #84
(minor correction appears in issue #85,
page 4); “Familiars with a Special Use,” in
issue #86; “Dragons are Wizards’ Best
Friends,” in issue #146; and “Getting Famil-
iar” in issue #147.]
88 MAY 1992
New advantages and disadvantages for the TOP SECRET/S.I.™ game

B efore the revised edition of the TOP


SECRET® game was published, Administra-
tors were sometimes dogged by persistent
might be granted—for a price, of course.
But other players, unfortunately, would
find out soon enough and demand equal
treatment. Players might not know why
their agents are working for Orion or the
S.I.™game, saving the day with character
advantages and disadvantages. Not only
was there now a way to dispense special
abilities fairly, but weaknesses had to be
taken to compensate! Countless Admins
players who wanted special abilities for CIA, how many luck points their agents rejoiced, believing they’d heard the last of
their agents—those “please give my char- have, or even who killed Laura Palmer, it—until someone, flipping through the
acter something unique to make him bet- but they always know when the Admin rules book while creating a character one
ter than the other characters” request that cut a deal behind their backs. day, muttered to himself, “Gee, the advan-
all GMs get. On rare occasions, the tavor Then came the revised TOP SECRET/ tage I want isn’t in here. I’d better give my

90 MAY 1992
good buddy the Admin a call.” to add + 10 to die rolls for First Aid, Fish- Poverty Table, which is similar to the table
No matter how many rules you pack into ing, Navigation, Tracking, and all Survival detailed in the Wealth advantage (Player’s
a game, someone is bound to ask for some- skills, after buying zero levels normally. Guide, page 20).
thing that’s not there. As an Administrator, This advantage also enhances the chance
I have had to create new advantages and of survival in unfamiliar environments for Secret (2 or 4 points)
disadvantages to satisfy players and to fill which no skills are available, yielding a The agent has a secret that, if revealed,
my own needs for NPCs. I imagine other + 10 bonus to relevant rolls. For six points, can ruin him. This secret might even be
Admins have had to do the same, too. the agent gains a +20 bonus to the rolls one that the agent is not aware of! If he’s
Some people think it’s no big deal, and above. aware of it, he will go to great lengths to
they are right. In fact, besides listening protect the secret, perhaps even to the
patiently to the demands, determining the point of sacrificing anything and anyone,
parameters of proposed advantages and Disadvantages including himself. The exact details of the
disadvantages, outlining their obvious and secret must be worked out in advance
intangible effects, filling in game-related Manias (1,2, or 3 points) between the player and the Admin, and
details, ascertaining that no part is too The agent has an irrational compulsion points are given based on the potential
potent or ineffectual, bargaining until the or obsession that causes aberrant behav- damage of the secret can cause.
cost sounds reasonable, worrying how it iors, like pyromania (a morbid fascination A two-point secret is something the
can be taken advantage of, checking for with fire that often drives its victims to agent wants to hide from friends and
any contradictions of the rules, soliciting commit arson for no other reason than to colleagues, something best left unmen-
promises to never exploit any unforeseen watch the flames) or dipsomania (which tioned to save himself. Being a double
loophole, playtesting, more playtesting, compels one to drink excessively whether agent or having a double identity, having
and more worrying, it’s a snap. it is wanted or not). committed serious crimes (perhaps unwill-
Given below are new advantages and About once every adventure or two, the ingly), using illicit drugs, and having a
disadvantages for Admins and players Admin should set up an encounter that lover who is a wanted criminal or a spy
alike to add to their games. For those of can trigger the mania. A WIL roll is need- for an opposing agency all fall into this
you who have wanted to drop weaknesses ed for the agent to control himself, but at category.
or pick up extra advantages for your char- - 10 for every point in the mania. For Any secret worth four points is certain
acter, note that after the advantages and example, if the agent has two points of to bring catastrophe when revealed,
disadvantages come rule suggestions and kleptomania, the compulsion to steal, he dooming not only the agent but everyone
guidelines for doing just that. must make a -20 WIL roll to keep from around him as well. (Player characters
trying to swipe objects, regardless of their should rarely have a secret of this level!)
value, when nobody is looking. The details of four-point secrets usually
Advantages depend on campaign circumstances. Let‘s
Mute (3 points) say that there’s a well-respected, filthy-
Combat Aptitude (3 or 6 points) The agent has lost the ability to speak or rich family with a nasty skeleton in the
This advantage makes the agent more of a produce any vocalizations. He cannot closet (certain family members cheated on
fighting machine, as he takes advantage of a communicate with others except through taxes and defrauded an organized crime
natural affinity for certain forms of fighting. writing or sign language. This disadvan- syndicate to build the fortune), and bring-
For three points, the agent may choose one tage prevents him from using verbal skills ing the secret out into the open will utter-
of the three combat skill categories (ranged such as Mimicry and Ventriloquism. ly destroy the family’s name and holdings,
weapons, close-combat, or hand-to-hand as well as endanger all who belong to the
combat fighting styles) and add 10 to die Physical Handicap (3 or 6 points) clan. It is sensible here to give every such
rolls for skills in that category. For six points, One of the agent’s limbs is permanently family member the four-point secret.
he adds 20 to those rolls. disabled, given three points. The player If a secret is made public or no longer
must roll ½ DEX or MOV for any action in has any significance, the Admin might
Driving Ability (1,2, or 3 points) which manual coordination is vital, such require the player to take another disad-
Characters with this advantage pick up as tying a rope, dodging, juggling, diving vantage of equal or greater value (one
driving skills more easily than those with- for cover, running uphill, etc. likely possibility is Traumatic Flashbacks to
out it. For each point purchased, an agent For six points, the disability extends to the time of the secret’s revelation).
receives + 10 to his skill check. both arms or both legs. The agent cannot
perform any manual action at a11 with Unthinking Loyalty (2 points)
Internal Clock (2 points) impaired arms, and any movement with The agent is so fanatically devoted to an
With Internal Clock, an agent can almost crippled legs other than a slow crawl is organization that he will carry out all the
always tell what time it is. Like Internal impossible without a wheelchair or agency’s commands and requests faith-
Compass, no roll is required if he has clues crutches. fully. Anytime he wishes to disobey an
(the sun, moon, stars, etc.); otherwise, he This disadvantage loses half its point order, he must make a WIL roll, failure
needs an INT check to gauge the time. value (rounded up) if the character sup- meaning that he will do exactly what he’s
Changes of time zone or unconsciousness plants damaged appendages with function- told to do. He can never betray the institu-
will rattle an agent’s mental clock until the ing artificial replacements, as prosthetics tion to which he owes his loyalty as long
agent learns the new time. are always less effective than the “original as he has this weakness.
equipment.”
Piloting Ability (2 points)
The agent is naturally proficient with Poverty (2, 3, or 4 points) New abilities
aircraft, and learning to pilot a new craft This is the opposite of the Wealth advan- Since the rule book made no mention of
is rarely a problem. This advantage allows tage, a reversal of fortune that leaves the how one can acquire new advantages or
the player to add + 10 per level to his agent at the bottom of the economic lad- dump old disadvantages, players are pre-
agent’s skill-check rolls after buying zero der. He never has much money in his sumably stuck forever with the ones they
levels of piloting skills normally. pocket because all of his income is either picked for their agents, Not only are char-
wasted on hedonistic pursuits or goes acters deprived of any chance to develop
Survivalist (3 or 6 points) directly to paying off debts. Everything he new talents or overcome weaknesses, but
This is the perfect advantage for out- owns is mediocre at best. The varying there is actually little in reality to deter
doorsmen. Three points allows a character degrees of poverty are displayed in the people from improving themselves.

DRAGON 91
Another significant criterion to look for
when changing advantages and disadvan-
Poverty Table tages is consistency with both the charac-
ter and campaign continuity. In other
Family words, how the characters got his advan-
Points status Holdings Allowance tage or lost his disadvantage must make
2 struggling old used car 500 sense, and the change must fit into the
3 poor housing project 250 game’s story line. Usually, the players will
4 destitute personal articles 100 provide explanations themselves, which
can range from mundane (self-taught,
There’s no reason why Agent Smith can’t the two-point level will cost 2 F&F points, professional counseling) to dramatic (win-
train himself to use his off-hand. He could and cutting a serious four-point “Trau- ning the lottery, death of a relative). Some-
also gain enough confidence over the matic Flashback” down to a mild two- times the changes are necessitated or
years to have Presence. And what if he pointer will require 4 F&F. (These values influenced by game results (scarred in
finally erases Mr. Big, his “Enemy,” for can be adjusted to fit the campaign.) combat, hypnotic suggestions).
good? As always, all changes are subject to the In many cases, the requests for advan-
Just how does one acquire new advan- Admin’s approval, and the Admin should tage or disadvantage changes can inspire
tages or get rid of pesky weaknesses? bar any addition or deletion unbefitting game scenarios. With a dab of imagination,
Other games with similar rules on advan- the character’s concept. To illustrate the for example, the Admin can devise an
tages and disadvantages permit changes point, let’s borrow the title character of adventure to specifically force a character
like these by expenditure of experience the TV series “McGyver.” Good old Mac to confront-and ultimately conquer-a
points. We can thus use the TOP SECRET/ relies on ingenuity rather than .45 slugs personal phobia. To accommodate his wish
S.I. game’s equivalent: Fame & Fortune because he has a hangup about using of obtaining the Wealth advantage, how
points. guns. He is, in fact, a man who’s willing to about sending the character on a Caribbe-
I suggest Admins charge Fame & For- find a less lethal solution to problems an undersea treasure hunt or throwing
tune points equal to double the advantages thanks to his Moral Qualm. While doubt- him into a huge inheritance case against
and disadvantages costs: 2 F&F points to lessly a disadvantage in game terms, that unscrupulous lawyers and relatives? A
add a one-point advantage or neutralize a very reluctance is also the principal moti- little creativity plus the willingness to
one-point disadvantage, 4 F&F for a two- vation behind that character’s nonviolent explore possibilities are everything an
pointer, and so on. It’s also possible to raise theme. Without it, the concept is shot, as Administrator needs to transform players’
or decrease the benefit or severity level of the character is no longer kept from using desires into original, exciting adventures.
advantages and disadvantages by paying firearms and exerting the violence that Oh-and a little time off from all the
twice the level differential in F&F; e.g., comes with shooting, and we end up with suggestions for neat, new advantages and
upgrading a one-point “Athletic Ability” to another gun-toting action-adventure hero. disadvantages would help, too.

92 MAY 1992
DRAGON
MARVEL

Everything Uatu™ know: the return of the


colossal Bulletin Box

Well, it’s been another hectic year in the


MARVEL. UNIVERSE™, and many more
changes are taking place than your
“MARVEL®-Phile” scribes can keep up
with. I’ve decided to clean my files of all
my update notes and cover a whole slew
of topics in one mega-Bulletin Box. This
format is used when character changes
are not important enough to merit either a
full “MARVEL-Phile” column or a page in
the Gamer’s Handbooks of the MARVEL
UNIVERSE Updates published by TSR, Inc.
As we did last year in DRAGON® issue
#168, we’ll discuss overall team changes
and news first, then turn our attention to
individual figures on both sides of the law.
And now, the news.

Team changes
Alpha Flight: Alpha Flight has gone
through a number of membership and
cosmetic changes in the past year. The
entire membership of Alpha now wears
uniforms for a more unified look. Of
course, losing their luggage on their most
recent jaunt to the United States saw
Canada’s heroes donning the colors of
X-Factor.
The group has been restructured to
better operate with the new Department
H and its Canadian government contacts.
Windshear is the Chief Administrator of
Alpha, dealing with day-to-day operations.
He and Puck are backup members of
“Core Alpha,” the front-line combat team
of Guardian, Aurora, Northstar, Sasquatch,
and Weapon Omega. Box and Diamond Lil
are now married and have retired from
Alpha. Shaman is still operating as an
instructor for Beta Flight, and Talisman is
still recuperating from injuries sustained
while fighting the Master.
Avengers: The Avengers have had
another rough year. Membership instabili-
ty and bouts of interpersonal conflicts
could soon have divisive effects on the
performance of the Earth’s premier fight-
ing team. Many of the East Coast “Primary
Team” have been noticeably absent from
the Avengers’ rank and file for months, so
Color by Steve Sullivan
DRAGON 95
many of the Reservists have seen action join together as a team for the purpose of from his intended meal.
with the team. Current primary members battling certain impending evils surround-
are still led by Captain America and in- ing Earth. They were recently joined by Deaths-Villains:
clude the Black Knight, the Black Widow, Cerise and Kylun, but the final battle Legion: The son of Charles Xavier and
Crystal, Hercules, Thor, and the Vision. against the sorcerer Necrom and the Gabrielle Haller died due to manipulations
The Reservists now include Captain power of the Anti-Phoenix still looks grim. by the Shadow King. The multiple person-
Marvel, the Falcon, Quasar, Sersi, She- Cerise’s power is Energy Solidification, alities of David Haller had fallen under the
Hulk, and Spider-Man. ‘Iwo probationary Manipulation, and Generation at Amazing control of the Shadow King, and his body
Avengers, Rage and the Sandman, have levels (for another hero with similar acted as the King’s corporeal host on this
since left the group. Rage was relieved of powers, look at Quasar). Kylun’s power is plane. When the X-Men disrupted the
his Avengers’ status due to his age (14- minor-Sound Duplication of Incredible Shadow King’s power, the backlash from
year-old super heroes aren’t eligible for ability-compared to his Incredible Fight- the King’s death on the Astral Plane simul-
Avengers’ membership). The Sandman ing ability and swordsmanship; Weapons taneously wiped out David’s mind, causing
resigned his Avengers’ status due to a Mastery gives him a + 2CS with his two his death. Probability of survival: nil.
mixup in communications with Captain swords, with which he can disrupt up to Magneto and his Acolytes: The mutant
America over stopping a weapons- Incredible magical energy. Master of Magnetism and his latest mutant
smuggling operations. He is now a full- Guardians of the Galaxy: The Guard- followers were allegedly killed in the
time member of Silver Sable’s Wild Pack. ians have now split into two teams. One is destruction of Asteroid M by an orbital
The Avengers’ West Coast team has been based on Earth and is led by Major Victory Soviet laser. Probability of survival: high,
a bit more stable after some tumultuous (see the entry “Astro, Major Vance”); its due to Magneto’s ability to manipulate
years. Soon after the raising of Demonica, members include Charlie, Nikki, Yondu, energy and matter with his powers.
Tigra, the Wasp, and Dr. Pym resigned and the newest member, Talon. They have Pierce, Donald: Donald Pierce and his
from the Avengers, and Spider-Woman, focused their attentions on dismantling the cyborg assassins, collectively known as the
Living Lightning, and USAgent were organization of the Punishers, a group of Reavers, were massacred by a number of
named as their replacements. The West Earth natives basing their dress and ethics Sentinels under the control of Fitzroy.
Coast reserves now stand as Dr. Pym, on the 20th-century vigilante called the Fitzroy used his assassination of Pierce as
Mockingbird, Tigra, and the Wasp. The Punisher. This group was secretly under his membership initiation into the Up-
chairmanship was also officially placed in the control of the Brotherhood of the starts. Probability of survival: nil.
Iron Man’s hands, much to the chagrin of Badoon, and the Guardians are working to Shadow King: Long thought dead after
the former chairman, Hawkeye. disrupt both Punisher and Badoon influ- his defeat as Amahl Farouk by Charles
“Operation: Galactic Storm” has unified ences on Earth. Xavier, the Shadow King returned through
the Avengers into various teams for the Martinex and Mainframe (the worldwide the Astral Plane and possessed a number
express purpose of protecting the Earth computer net that was once the Vision) of hosts before finally being defeated by
and its sun from the excesses of the war- are starting a new galactic-based team, the combined efforts of the X-Men and X-
ring Kree and Shi’ar empires. The teams with a wider range of responsibilities than Factor. Once his connections to the Earthly
were assembled on the basis of their expe- the Guardians. This organization might be plane were severed, the Shadow King was
rience in space, technical know-how, and based around the 20th-century Avengers destroyed on the Astral Plane by Xavier
power levels. Their missions are to act as Bylaws. Hinted members include Replica and his students, and his consciousness
envoys to the respective interstellar em- and Firelord, but Martinex should have his was dispersed. Probability of survival:
pires and as protectors of Earth. The Galactic Guardians up and running soon. questionable, since he survived an end
teams are as follows: such as this 20 years ago.
Earth Force: Dr. Pym, Wasp, Falcon, She- Character changes
Hulk, Mockingbird, USAgent, Gilgamesh, As always, keep in mind a number of Resurrected-Heroes
Spider-Woman. factors when reading the information Iron Fist: Daniel Rand is back from the
Kree envoys: Captain America, Iron herein. When anyone is reported dead or dead after long months as a prisoner of
Man, Goliath (Hawkeye), Hercules, Black alive, we are simply stating the facts as the H’ylthri of K’un Lun. The “Iron Fist”
Knight, Sersi, Crystal. they are reported to us. When we suggest that died was actually a H’ylthri doppel-
Shi’ar envoys: Captain Marvel, Scarlet probabilities for survival, we are simply ganger made to replace the hero and act
Witch, Vision, Wonder Man, Starfox, Thor, judging some of the events with our prior as an agent for the plant creatures’ inva-
Living Lightning. knowledge of characters and history. sion of Earth. Danny is now recuperating
Of the remaining Avengers, the Black Remember the ultimate rule of fictional from his long captivity; all the meditation
Widow seems to be staying on hand at the death: If there’s no body to discover, and energy of the Iron Fist has apparently
New York HQ to coordinate efforts with there’s no guaranteed death. (It’s not a cured him of his cancer.
the Earth Force and Quasar, whose duty it hard-and-fast rule, but it does seem to Rasputin, Colonel Mikhail: His “death”
is to guard the stargates near the Sun. The hold true for many Marvel mutants!) actually a cover-up by the Soviet powers
entire scope and effect of this campaign of the time, Mikhail did not perish in a
are uncertain, but it’s sure to be one of the Deaths-Heroes: spacecraft accident as was believed for
most exciting Avengers’ epics in years! Vindicator: The former leader of Alpha years. He was instead sent through a black
Brotherhood of Evil Mutants: The Flight, James MacDonald Hudson’s recent hole on Sakhalin Island as part of a Soviet
third incarnation of this mutant terrorist return from the dead lasted less than a exploratory team; he is the only survivor.
group has been formed by the Toad, and it year. While half of Alpha Flight and the He recently returned to Earth with the X-
includes Pyro, the Blob, Sauron, and Phan- Avengers fought an alien invasion coordi- Men and his little brother, Colossus, and is
tazia. It is also allied with Masque and his nated by the Consortium, Vindicator and recovering at the X-Men’s mansion.
Morlocks, who are bent on revenge on the rest of the team were pressed into Swordsman: The erstwhile villain-cum-
Feral for abandoning her fellow Morlocks. saving the Quirrl’n and Ganymede from Avenger appears to have returned from
Excalihur: Finally, Britain’s team of Galactus and his herald, Nova. Vindicator beyond the grave. Little is known at this
superhumans has come to the battle that it managed to fight off the Quirrl’n’s control time for certain, other than he is wracked
was created for! It was recently revealed of his mechanical side and consciously with great pain and knows everything the
that Roma was manipulating Captain Brit- saved all his teammates and Ganymede by original Swordsman would know. Cloning
ain and the other members of Excalibur to sacrificing his life to force Galactus away has been ruled out, since all of the

96 MAY 1992
Swordsman’s skills were learned traits and Guardians contingent. His suit, styled after him. He cannot walk without elaborate
cannot be duplicated by cellular recon- Captain America’s, is of adamantium prosthetics on his legs. His eyes and ears,
struction. The only facts known for cer- weave and provides him with Monstrous while as sensitive as an owls, need pros-
tain are that he is accompanied by a protection from physical and energy at- thetics to focus them as well. His body has
woman known as Magdalene (who ap- tacks; mental and magical attacks still now adapted more fully to flying, adding
pears to have great affection for him) and affect him normally. He still wields Captain additional air sacs to his lungs and hollow-
is secretly backed by a mysterious and America’s shield. ing his bones, and his neck even has addi-
powerful man named Proctor. Aurora: Due to psychological torture by tional vertebrae to allow him to turn his
the villain Headlok, Aurora has returned to neck nearly 360° around. However, this
Resurrected-Villains her original state of having two very strong transformation drove him mad, and he
Mystique: Mystique’s death at the hands personalities: Jeanne-Marie Beaubier, the killed dozens of people trying to usurp the
of Val Cooper many months ago was stern, pious, and proper schoolteacher; and leadership of the underworld. His mad-
staged to sidetrack the Shadow King. Aurora, the devil-may-care, hedonistic, and ness nearly cost him his own life as well
Mystique defeated Cooper, placed her irresponsible super heroine. Despite her until he was saved by Daredevil. The Owl
under Nick Fury’s protection, and had former distaste for Aurora’s place in Alpha is undergoing psychiatric treatment.
herself hypnotized into believing that she Flight, it was Jeanne-Marie who returned to Power Pack: Power Pack is now re-
was Val. With the assault on Muir Island, the fold and offered her (their) services in united and back on Earth, and their
Mystique revealed her presence and killed Core Alpha. powers have been exchanged for perhaps
one of the Shadow King’s host bodies, Black Knight: The Black Knight has a final time, returning to their original
temporarily disrupting his plans. Mystique created an energy sword that should be state. Katie has her energy powers, Jack
is now a free agent after the dissolution of safer both for his opponents and himself, controls his density, Alex manipulates
Freedom Force; she has not, however, considering the curse on his original Ebo- gravity, and Julie has her flight powers
returned to her former life of crime. Per- ny Blade. The sword can slice through again. Alex’s transformation into a Kymel-
haps by next year, she will no longer be Remarkable or lesser materials, and it only lian was a hoax; this was a simulacrum
considered a villain. stuns the nervous systems of living beings created by the Snarks, and Alex was their
Silvermane: The cybernetic crimelord, (roll on the Stun column versus Incredible prisoner for that time.
Silvio Manfredi (a.k.a. Silvermane), is still Intensity Stun effect). Rhino: The Rhino’s old suit was finally
alive despite apparent stoppage of his life- Dreadface: Encountered on a South Seas removed from his skin, and he now has a
support machinery by the vigilantes Cloak island by the Thing and the Human Torch, new suit supplied by Justin Hammer. It
and Dagger. His recent battle with Spider- this alien stowaway on their crashed closely resembles his original suit, but has
Man left him weak, but he escaped. It is spaceship exhibited many of the character- such modifications as a clear plastic shield
assumed that he and many other crime- istics of the alien costume now bonded over his eyes that disintegrates Spider-
lords are planning his rise to power to with Edward Brock, a.k.a. Venom. If this Man’s webbing.
take over the Kingpin’s vacant overlord- alien is connected to the Venom alien, Speedfreek: Speedfreek is an assassin-
ship of New York’s underworld. there is a high probability that it wasn’t for-hire currently working for an L.A.
Terrax: Although reduced to little more destroyed by an explosion on the island. It crimelord by the name of Lang. Speed-
than topsoil after his encounter with the had previously possessed various animals freek attacked an AIDS clinic benefit,
New Warriors, the irradiated and cosmi- and both the Human Torch and the Thing. nearly killing Jim Wilson and injuring Rick
cally powered rock that composed Terrax Regardless of any connections to Venom, it Jones before being stopped by the Hulk.
was reconstituted and melded with the would be safest to avoid this island. Much of his power seems to be in his
body of Harmon Furmintz, the CEO of Her: Her has returned to Earth. After battlesuit, though his sheer tenacity, fero-
Genetech. Harmon, having failed to qualify causing much havoc in Ottawa resisting the ciousness, and manic behavior seem to be
for Project Rebirth (which spawned Cap- Consortium with Alpha Flight and the products of his addiction to the drug Snap.
tain America), sought to become the super Avengers, she sought out a perfect mate He moves at Shift X land speed due to his
hero he’d always wanted to be; unfortu- among the male superhumans of Earth. Her boot jets and has a limited flight speed of
nately, the merging of Terrax’s energy plans were thwarted by Quasar, though she Good rank. His battlesuit also provides him
with his body apparently erased Fur- still is quite attracted to the Earth-born with Remarkable Body Armor, Remarkable
mintz’s mind, leaving only Terrax the Protector of the Universe and has been seen strength and damage blades, and a rocket-
Terrible. With a little help from the in his company quite often in the past propelled Adamantium barb (Monstrous
Fantastic Four, the New Warriors managed weeks. She has also adopted a variation of a Edged Attacks damage) with a two-area
to contain Terrax until the Silver Surfer costume that Adam Warlock wore just be- range. Currently, Speedfreek and Lang are
could remove him from Earth. Terrax now fore his “death” at the hands of Thanos. both in an L.A. jail awaiting trial for the
resides on an uninhabited planet many Mandroids: The latest model of Man- attempted murders at the clinic.
light years from Earth; he is trapped there droid armor in use by U.S. Government Vulture: Adrian Toomes is dying of can-
since his flight power is now gone. forces (including SHIELD and various U.S. cer, which he contracted from his electro-
allies) is a 15’-tall suit of armor with Body magnetic flying harness. Before he goes,
Miscellaneous changes Armor, enhanced Strength, and Force he wants to balance the scales with those
Astro, Major Vance: Vance Astro, the Blasts all at Amazing rank or intensity. The he dealt with in life. He has made numer-
1000-year-old astronaut and Guardian of new Mandroids were first seen in action ous unsuccessful attempts to gain May
the Galaxy, had a degenerative skin condi- in Trans-Sabal against the Hulk and the Parker’s forgiveness for his part in the
tion that left him trapped in a reinforced Pantheon. death of Nathan Lubensky. A number of
suit for the past few years. Now, thanks to Marvel Boy: Marvel Boy has been ar- his other underworld contacts and various
a number of spells and healing treatments rested and is currently being held in people connected to him have been killed.
from Krugarr and the Ancient One prison in his identity as Vance Astro. He is All he wants to do now is to kill Spider-
(Earth’s Sorcerer Supreme and his mentor, on trial for causing the death of his abu- Man before his own time runs out.
Stephen Strange, respectively) and the sive father with his telekinetic powers. The MARVEL-Phile’s Marvel characters and the distinctive
help of Hollywood (the 20th century’s Owl: For years, Leland Owlsley has been names and likenesses thereof are trademarks of Marvel
Wonder Man), Vance is out of the suit and ingesting a serum that allowed him to Entertainment Group, Inc and are used with permission
Copyright ©1992 Marvel Entertainment Group, Inc All Rights
has restyled his costume to become Major glide like an owl; the long-term effects of Reserved.
Victory, the leader of the Earth-bound this serum are now taking their toll on

DRAGON 97
If you have any questions on the games authors and artists who believe they’d be and the Militarists in Japan had exactly
produced by TSR, Inc., “Sage Advice” will famous if only the public could appreciate this view of the western democracies. By
answer them. In the United States and them, but that’s putting the cart before the 1945, however, everybody understood just
Canada, write to: Sage Advice, DRAGON® horse. When an artist botches the job and how tough those democracies really were.
Magazine, PO. Box 111, Lake Geneva WI produces a piece of junk, it’s the artist The struggle between good and evil is
53147, U.S.A. In Europe, write to: Sage who has failed, not the viewer. what drives the AD&D game. It is possible
Advice, DRAGON Magazine, TSR Ltd., 120 I suppose a DM could assume that ab- for the PCs to be the bad guys; however,
Church End, Cherry Hinton, Cambridge stract art has made its appearance in the TSR products assume the PCs will be good
CB1 3LB, United Kingdom. We are no world. While it is true that only people for several reasons. First, the game’s basic
longer able to make personal replies; who understand the “language” of such art structure requires PCs to work together as
please send no SASEs with your questions can fully appreciate it, the artist still must a group; each character class has inherent
(SASEs are being returned with writers’ successfully apply his knowledge to create strengths and weaknesses that make them
guidelines for the magazine). a high-quality, aesthetically pleasing work. very well prepared to handle some situa-
This month, we continue our look at In this case, the viewer might indeed have tions but unprepared to handle other
some of the more unusual-and to make an ability check to understand the kinds of problems. The only way to over-
controversial-questions that our sage has work, but this does not free the artist come these gaps in capability is to work
received. from his obligation to do a good job in the with other characters who have different
first place. sets of skills. The staff at TSR knows from
experience that it is much easier-and a lot
The paragraph in the PHB that I am so disgusted with all the good more fun-to put together an effective
describes the Artistic Ability non- represented in the AD&D game. party of good and neutral characters than
weapon proficiency (page 57) says Why is there no place in any of the to try and hold together a group of evil
that the artistic character is “natu- various worlds for evil characters? characters.
rally accomplished in various forms Even the RAVENLOFT™ setting A party of good characters will share a
of the arts.” The description goes on doesn’t really allow for evil player commitment to a common moral or ethical
to say that if the character fails a characters. The staff at TSR really precept. Evil characters, on the other
proficiency check, he “has created needs to realize that the Demiplane hand, tend to be concerned with preserv-
something aesthetically unpleasing of Dread is not the kind of place ing themselves. This concept of self varies
or just plain bad.” Being something where paladins and their moms with the character’s actual alignment. The
of an artist myself, I can tell you that bring PCs glasses of cold milk and self could be an entity free to do exactly
beauty is in the eye of the beholder. plates of warm brownies! The what it wants regardless of the larger
I think characters viewing the work AD&D game’s melodramatic theme consequences (chaotic evil); it could be, an
should be the ones to make the pro- has made me sick one too many entity uniquely qualified to survive the
ficiency check to determine if they times. Can we look forward to a rigors of existence (neutral evil); or it
can perceive some value in it. After change soon? could be a part of a larger structure that
all, if the character has natural tal- TSR’s products assume the PCs will be defines all existence (lawful evil). Nonethe-
ent, he would not waste time work- the good guys, so you are mostly correct less, each character’s primary motivation
ing on something inferior. In the when you point out that there is no place is essentially selfish.
case of an architect or engineer, I in any of the published worlds for evil Consequently, the types of bonds that
can see checking to see if the crea- PCs. You’re “almost” correct, because any hold these groups together are vastly
tive character produced a work AD&D game world needs evil nonplayer different. Good guys depend on friend-
with flaws, but in the case of a characters to provide threat and conflict ship, trust, and altruism to keep them-
painter, sculptor, poet, or musician, for the PCs. Completely safe worlds are selves going. This helps keep campaigns
what is good or bad should be rela- pretty boring, as you can’t have heroic going, too, since each players share in the
tive to the individual or group sam- player characters without suitably nasty group’s successes. Since role-playing is a
pling the work. villains to oppose them. social activity, it helps when all the players
You’re putting too much emphasis on the I also assure you that nobody at TSR, and their characters are at least civil to
“naturally accomplished” phrase. The Inc. believes that paladins in the each other. Evil groups stay together main-
proficiency description’s second sentence RAVENLOFT setting have time to serve ly through intimidation and deceit. This
explains what being “natural accom- cookies and brownies. They’re far too tends to destroy campaigns because play-
plished” means: The character under- busy trying to keep the various lords from ers get tired of being fooled or bullied.
stands color, form, space, flow, tone, pitch, obliterating the innocent and snatching Success, if there is any at all, belongs only
and rhythm. While these are the funda- unsuspecting travelers off their home to the player who comes out on top in
mental building blocks of artistic expres- planes. each session.
sion, not every character understands Your simplistic view of good people as In the short term, both types of groups
them to the same extent, and not every superficial wimps is curiously similar to can get by; in the long term, good groups
character can consistently translate this the attitude most 20th-century megaloma- develop common goals and accomplish
knowledge into a successful work of art. niacs have shown to the world. In the great things together. Evil groups stay
Everywhere, there are marginally talented 1930s, the Fascists in Germany and Italy focused on the short-term goal of survival

DRAGON
and don’t get anywhere. If you do manage evil alignments in the AD&D game are not care about. People who call TSR to settle
to reach a point of equilibrium where a rival clubs or gangs. Good people stick local rules disputes deserve what they get.
powerful evil PC can control the other together because they have a moral and Like everything else in a well-run cam-
PCs, you’ll find that the other players ethical inclination to do so. Evil characters paign, the DM and players can hurt the
quickly will lose interest—nobody likes to don’t hang together. Unlike good charac- game by applying the rules too loosely or
play the fool or the doormat for long. Also, ters, they don’t have a common point of too stringently. Campaigns that ignore the
players can keep their game feelings sepa- reference. They also don’t have to observe rules quickly spin out of control; player
rated from their real feelings for only so proprieties or sacrifice their own desires characters get too much power or can’t
long. Sooner or later, the hostilities that for the sake of goodness. They pay for get enough power. Either case makes
arise between evil characters are going to these privileges by losing the trust and adventuring a futile exercise. Likewise, the
arise between the players, and good-bye confidence of their companions and the DM and players cannot make intelligent
campaign. The only way I know to avoid ability to trust others. To an evil being, game decisions unless they have some idea
this when your PCs are evil is to structure everyone and everything is a potential of what the results of some particular
your games like skirmish war games, not enemy, even after a peaceable meeting. action will be. The rules are there as a tool
heroic quests. This is fine if skirmish war Since good characters tend to promote for channeling the action in a creative and
games are what you want to play. You healthy, long-running campaigns, and evil entertaining direction. On the other hand,
certainly could play a long-term campaign characters tend to break up gaming the rules are supposed to promote play,
in the RAVENLOFT setting where each evil groups, you can expect TSR’s products to not restrict it; a role-playing game is sup-
PC controls his own domain. Again, this continue casting the good guys at center posed to be a heroic adventure, not an
type game of will become a long-term stage. If you decide to ignore all of the exercise in legal argument.
political and military campaign, not a role- foregoing and try evil PCs, I wish you luck. Generally speaking, any rule is fine so
playing campaign. At worst, you’ll give up the game in dis- long as it does not impede or disrupt play.
In a role-playing campaign, good guys gust. At best, you’ll learn a little bit about When someone points out a different way
tend to make a lot more interesting char- what makes the game tick. Either way, of looking at the rules, the group ought to
acters than bad guys. Bad guys don’t strug- you’ll get an education. consider the following: Will doing things
gle with the larger issues, and they remain this way bring the game to a grinding halt?
unconcerned with the ethical implications The first sentence in the Concor- Does this new way of reading the rules
of what they’re doing. As a result, the dance of Arcane Space in the grant a PC or monster a world-beating
player has less to think about and just SPELLJAMMER boxed set says, way to use a spell or bit of equipment? Is
plain less to do if he has an evil character. “Everything you know about space this particular choice of skills and equip-
Bad guys don’t last as long as good guys. is wrong.” Does this mean that char- ment obviously superior to all other com-
When the party gets lost in the wilderness acters can shout from ship to ship binations of powers available in the game?
and food runs out, a good party pools its and still be heard if the ships’ air Will this new rule place a PC or monster
resources and tries to figure out how to envelopes aren’t overlapping? Does in the kind of ridiculous position that only
feed everybody; a group of starving bad this also mean that a ship moving at a complete fool would get into? If the
guys eventually begins stealing each oth- maximum speed in wildspace will answer to any of these questions is “yes,”
er’s food or even goes to work deciding stop immediately if the helmsman consider another interpretation of the
how best to eat each other. The party leaves the helm, inertia not with- rules, at least until the current adventure
infighting that arises among evil charac- standing? is over.
ters also increase the PC mortality rate. Obviously, not everything you know
Not only will evil characters occasionally about space is wrong. Sound does not
kill each other, but they often will allow carry though the void, and inertia, of a
their comrades to die unnecessarily. Such sort, still applies to spelljammers. Gener-
losses impair the group’s ability to with- ally, if a helmsman vacates his post or
stand further adversity. Of course, an evil becomes disabled, the spelljammer’s SR Letters
character can disingenuously choose to falls to zero. Such a ship cannot change Continued from page 5
use others to help him survive; however, direction or speed and will continue to
this parasitic approach doesn’t work in a move in a straight line until either it is On another note, when is the next Monstrous
role-playing campaign. If the character brought under control or it encounters a Compendium binder coming out? It should have
doesn’t succumb to greed and turn preda- gravity well. Check out the “Power come out in volume 7 and maybe 11, but nei-
tory, the PCs he’s taking advantage of Sources” section of the Concordance of ther of these appendices have additional
binders. I currently have to put my Outer
eventually will notice what’s really hap- Arcane Space (pages 33-39, especially page
Planes appendix in a normal binder because my
pening. In real life, people trapped in an 35) and the sections in Chapter 4 on move- two Monstrous Compendium binders are full.
evil person’s orbit might not be able to ment (especially pages 55 and 60) for Perhaps special versions of existing volumes (7
break free, but players in a game always details. and 11) could include one?
can just quit (and they often do). Beng Tan
An AD&D campaign with good PCs During an argument about the Thornlie, Australia
doesn’t have to be melodramatic. Charac- rules, one of my friends said she
ters, at least occasionally, should have to called TSR, Inc. and was told both Module designers who want to submit their
labor long and hard to conclude an adven- adventures for publication in DUNGEON Adven-
that the rules shouldn’t be followed
tures should send a self-addressed, stamped
ture. Along the way, they can face a few if they impede play and that you envelope with a note asking for our module
thorny ethical problems and be forced to never should listen to a rules law- guidelines to: Guidelines, DUNGEON Adven-
choose between unpleasant alternatives. If yer. Is this true? tures, P.O. Box 111, Lake Geneva WI 53147. You
the action in your games is sappy, it’s I’m not surprised that one of my col- may include a brief description of the sort of
because there’s not enough creative en- leagues gave that kind of answer to your module you would like to submit; do not send in
ergy going into the storytelling, not be- friend over the phone. Too many players your module without reading the guidelines,
cause the PCs are good. Be very careful and DMs spend their time and energy however
when considering evil PCs. Many DMs, worrying about getting the rules “right” I’m having some trouble fitting all my mon-
especially younger ones, don’t have a clear and not nearly enough time on telling an sters into the two binders on my desk at work,
and I’ve succeeded only because I discarded all
idea of what evil is and what being evil entertaining story, presenting and re- of the pretty insert art that came with them. At
costs. Evil, by definition, is that which sponding to intellectual challenges, and this time, no further binders are planned.
causes ruin, injury, or pain. The good and creating believable characters that players

100 MAY 1992


“Me? Talk in my sleep? Nonsense!”
By Michael
“What does a room cost for someone who could
level this place without blinking?”

“Please, don’t squeeze the shaman!”

“I don’t know. It seems like a waste of


an enslavement spell to me.”

By Barbara Manui & Chris Adams DRAGON 103


104 MAY 1992
DRAGON 105
®
Palladium Books Presents


ROBOTECH
Videocassettes & Role-Playing Games
Robotech™: The New Generation Videocassette Series Volume Five: Presents episodes 49: A new Recruit. 50: Triumvirate, and
™ 51: Clone Chamber. It is decided to induct Zor into the army of the Southern
Robotech the New Generation is the story of the Invid’s Invasion of Earth Cross. A full scale assault is launched against the Masters. Zor, Dana and
and the valiant struggle of the famous freedom fighters, Scott Bernard, Lancer, Bowie get closer to the secret of the Robotech™Masters and protoculture.
Rook, Rand, Lunk and Annie. Mecha include the REF Alpha, Beta, Cyclone, Plus epic space battles! Available late March, 1992.
and others. There are eight cassettes in the series. Volumes 1-7 each contain Volume Six: Contains episodes 52: Love Song, 53: The Hunters and, 54:
three (3) original episodes, uncut and unedited. Suggested retail price: $29.95 Mind Game. Louie Nichols creates the Pupil Pistol, Dana is involved in more
per each three episode volume. intrigue, while the savage space battle continues, with exciting fight sequences
Robotech™ : The New Generation volume eight contains the final four (4) featuring the Veritech Copter. Available late April, 1992.
episodes and the conclusion of the original Robotech™ TV series. The final Volume Seven: Presents episodes 55: Dana in Wonderland, 56: Crisis
episodes end with the arrival of the REF fleet and the spectacular battle at Point, and 57: Day Dreamer. The battle continues to escalate, with terrible
Rejlex Point. Rare! consequences. Zor seems to be going mad, Dana is becoming more rebellious,
Suggested retail price is $39.95 for volume eight only. Available at comic Bowie finds love and the mystery continues. Available late May, 1992.
shops and hobby stores everywhere or directly from Palladium for $34.95 plus Volume Eight: The Conclusion of the Southern Cross series! This is it,
$5.00 for postage and handling (total: $39.95). Volumes 1-7 are available the final showdown with the Robotech™ Masters, the decimation of Earth,
from Palladium for $24.95 plus $5.00 for postage and handling (total: $29.95). death and sacrifice, hard decisions and a terrible glimpse of the things to come.
—Mailed first class in protective bubble envelope. Includes episodes 58: Final Nightmare, 59: The Invid Connection, and 60:
Catastrophe. Available June or July 1992!
Robotech™: Southern Cross Videocassette Series
Approximate running time: 66 minutes for each volume.
The 24 episodes of Robotech™: Southern Cross are being released on eight VHS! Sorry no Beta. Sorry no laser video-discs.
videocassettes, three episodes per cassette. Volumes One, Two and Three are
available NOW! The remaining videocassettes will be released monthly until
the series is complete. Robotech™RPG Books!
Just like the Robotech™: New Generation series, each videocassette will Palladium Books® publishes comprehensive role-playing RPG books about
contain three (3) complete, unedited, episodes. Each box will contain new Robotech™ .
artwork and each tape will be of high quality. Robotech™: Book One: Macross. This is the basic role-playing game that
Southern Cross takes place 20 years after Macross and opens with the recounts the Robotech™ Defense Force’s valiant efforts to protect the Earth
invasion of the Robotech™ Masters! The RDF and REF have gone off on a from the Zentraedi invaders. RDF mecha, Macross characters, and the SDF-1.
long space journey. Earth’s defenses are left in the hands of the valiant but $11.95 plus $1.50 for postage.
inexperienced Armies of the Southern Cross. The army rises to meet the Robotech ™ : Book Two: The RDF Manual. A source book with more
challenge of this new alien attacker and engages the insidious Robotech™ data on the RDF and the world. Includes the floor plans of the Daedalus and
Masters in a life and death struggle. Prometheus. $7.95 plus $1.00 for postage and handling.
The most notable characters include Dana Sterling (Max & Miriya Sterling’s Robotech™ : Book Three: Zentraedi. A source book with more information
daughter), Bowie Grant, Louie Nichols, Nova Satori, General Rolf Emer- about the giant Zentraedi. Includes the floor plans of the alien spaceships.
son, and the enigmatic Zor Prime (a clone of the original Zor!). Mecha $7.95 plus $1.00 for postage and handling.
includes the Veritech Hover Tank, Veritech Copter, Veritech Logan, and Robotech ™ : Book Four: Southern Cross. A giant 112 page source book
Bioroids, as well as other war vehicles, jets, spaceships and battloids! Lots with all the mecha and armies of the Southern Cross, as well as additional
of great fight sequences in space and on the ground! weapons, vehicles, bioroids and the Robotech™ Masters! $11.95 plus $1.50
Each volume contains three episodes and sells for a suggested retail price for postage and handling.
of $29.95 or can be purchased through the mail directly from Palladium for Robotech ™ : Book Five: Invid Invasion! This is another big 112 page
$24.95 plus $5.00 for postage and handling (total: $29.95). Mailed first class source book with the famous and fabulous mecha of the cyclones, Alpha
in protective bubble envelope. fighters, and Beta Fighters, not to mention a variety of weapons and the
Volume One, Volume Two, and Volume Three. Available now! insidious Invid. Of course, this is the book that ties directly into the Robotech™ :
The New Generation series of videocassettes. $11.95 plus $1.50 for postage
Volume Four: Episodes 46: Star Dust, 47: Outsiders, 48: Dejavu. Dana and handling.
continues to exhibit a bit of empathy and psychic hunches and can not shake
Additional adventure/source books for Robotech™ and other RPGs are
certain feelings about the captive bioroid pilot (Zor). Available late February,
also available. Send 50 cents for complete catalog.
1992.
Copyright © 1992 Kevin Siembieda
® ®
Palladium Books and Megaverse are registered trademarks owned by Kevin Siembieda. Palladium Books® Inc. 5926 Lonyo Ave
Robotech™and Robotech™II: The Sentinels are trademarks owned and licensed by Harmony Gold
USA, Inc. Copyright 1985 and 1988 respectively. Dept. D Detroit, MI 48210
108 MAY 1992
DRAGON
110 MAY 1992
DRAGON
by beginners. Most areas will be glad to
give you room to run the games (especially
for historical games), and you will have a
chance to sell yourself and the hobby to
the public. These games often bring you
recognition and can build an opponent
pool to rival a small convention or game
fest. If you don't have enough figures to
wage a multiplayer war, talk to your
present gaming group to round up some
troops. If you don’t succeed at first, don’t
be disappointed. Frequently, people need
to see things done several times before
they will try it themselves. Make your
game visually exciting, and you’ll have
© better luck. You have little to lose and
1992 by Robert Bigelow
many new gaming friends to gain. If you
Photos & painting by Mike Bethke need help figuring out how to run a small
project like this, give me a call and I’ll help
as much as I can.

Reviews

Thunderbolt Mountain
Miniatures
656 East McMillan
Cincinnati OH 45206

Thunderbolt Mountain
Miniatures
70 Harcourt Street
Newark, Nottingham
UNITED KINGDOM NG 241 R4

1016 “Mother Love: Dragon on


Nest” ****½
In honor of Mother’s Day, we proudly
present a miniature that could be used as
a present for that occasion. It is a piece
that demonstrates the lengths to which a
mother (in this case, a mother dragon)
must go to keep her children fed, happy,
and in good health. This piece is scaled in
25 mm and is formed from 16 pieces that
require patient assembly.
The dragon draws immediate attention
at first glance, but a wealth of detail
makes the base the real gem in this kit.
The base is roughly square, measuring 49
mm X 53 mm and up to 19 mm in height.
It’s molded to look like a nest on a moun-
tain top, with boulders and rocks provid-
ing a basic framework for the nest itself.
The nest walls are supplemented by the
remains of many mundane items from
adventurers, such as packs, shields, hel-
mets, blankets, pots, and breastplates, all
Prepare for some "miniature” summer fun stacked carefully between the rocks to
form a barrier to keep the active baby
This month marks the unofficial begin- planned scenarios for multiplayer combats dragons confined. The nest itself is lined
ning of the heavy summer gaming circuit. that can be easily run by you and played with a chain-mail mat that provides a final
Conventions all over the country are in- resting place for the skulls and chewed
creasing their miniatures gaming areas, bones of the adventurers themselves.
Miniatures' product ratings
and it looks like a good time to be playing This is also the home for three baby
tabletop miniatures games. * Poor dragons, each of whom is sitting up with
If there isn’t a convention near you, ** its wings and front legs tucked up, begging
Below average
don’t despair. Many public libraries and *** for the tidbit that their mother dangles
Average
park districts will be looking for projects **** above them. The mouths on the babies are
Above average all opened as far as they can go, and the
for their clients during the summer. Use ***** Excellent
your time to prepare some carefully babies look a lot like baby birds-except
112 MAY 1992
that these birds have prominent tongues
and sharp, visible teeth!
Dinner for the children is a 25-mm scale
knight in full plate mail. His face, viewed
through an open helm, appears twisted in
horror. The mother dragon holds each of
the knight’s legs in her claws and appears
ready to split the knight like a wishbone.
The dragon body is roughly 230 mm
from snout to tail end, not including a
tongue that lolls out another 20 mm. The
dragon body has a wide, flat, reptilian
head surrounded by an excellent scale
structure and a mouth full of teeth. The
head comes in three parts: the upper
head, the lower jaw and part of the neck,
and a piece of four spikes that fits behind
the upper head. A ridge of spines follows
the neck and continues along the back to
end partway up the tail. The dragon’s
huge muscles bulge with power as she
prepares to serve dinner to the kiddies.
The studs in the bottom of the rear legs
join to the holes in the feet molded on the
base. The wings and tail stand almost
straight up.
The fit on most of the parts was good,
with some small gaps at a few locations.
Our dragon’s arms fit better and showed
fewer gaps when placed closer to the I was tempted to get the samurai book
chest than shown in the completed model from Osprey Books’ Elite series and use its
on the box cover. The wings, neck, and color illustrations as a painting guide. This
were assembled using a pin vise and figure is not necessarily recommended for
model railroad track nails (minus their use in BATTLETECH games as it seems
heads) in order to improve the longevity slightly undergunned in stock form; you
and sturdiness of the model. This is not will have to modify the figure for the
absolutely necessary, but it is recom- variants. Still, this figure is highly recom-
mended. mended for its unique appearance and is
The few complaints about this model well worth the $5.25 price tag.
mostly personal prejudices, but they have
been echoed by some members of our
local gaming club. While the box picture Grenadier Models
depicts wings that seem to be thin-edged, P.O. Box 305
the actual wings are thickly molded and Springfield PA 19064
absolutely straight, without the vein detail,
folds, or leathery texture taken for grant- Grenadier Models U.K. Ltd.
ed in dragon wings. The flat, smooth tex- 25 Babbage Road
ture and rigid-structured wing may be Deeside, Clwyd, Wales
easier to mold, but they detract from UNITED KINGDOM CH5 2QB
model. Another detraction is the tail,
which stands nearly vertical and looks 51010 Liches ****½
stilted. A simple, gentle bend will solve This package contains figures based on
problem, however. the 30-mm scale. One is of a standing lich,
This piece is a real gem and is very good measuring 33 mm to the eyes, and the
either as an addition to a collection or as a other is a lich riding a nightmare (AD&D®
present. It’s recommended at $29.95 for game) or undead horse. The standing
the 16-piece kit. figure wears long robes, tattered at the
hems and puffed out at the sleeves. A
necklace of bone and a high collar behind
Ral Partha Enterprises 187 of FASA’s Technical Readout 3050. This his gaunt head are present as well. The
5938 Carthage Court assault ‘Mech weighs in at 80 tons. The exposed teeth are molded well, and the
Cincinnati OH 45212 miniature is 48 mm tall and just short of eye sockets look up in triumph. Skeletal
30 mm wide at the shoulders, matching hands call upon magical forces, the left
Ral Partha Enterprises the book illustration but in a different being open and the right clutching a staff.
c/o Minifigs pose. You will have to trim the tabs on the Ornate skull carvings appear on his
l/5 Graham Road, Southampton back radiators and the PPCs to get them to pouches and on a flask hanging on one of
UNITED KINGDOM SO2 OAX fit correctly. The figure is 5-7 mm scale (1 two wide belts. The standing figure could
mm = l-l½‘) and is made of lead. There use a bigger base. The riding figure is
20-810 HTM-27T Hatamoto Chi * * * * * was no flash on this miniature, and the identical to the standing one, except that
This month we review another ’Mech base was level. the robe is tucked in and the wide skull
used in FASA’s BATTLETECH* game. The This ‘Mech looks like a samurai warrior mosaic hanging down the front of the
Hatamoto Chi can be found on pages 186- in large scale (except for its weapons), and robe is curled up and hidden. His left hand

DRAGON 113
lions. Since he has not a single skull on
him, he could be used as an evil wizard.
Figure #3 is definitely a large-scale fig-
ure and stands 33-mm high. The figure is
dressed foppishly in folded-over high
boots, baggy pants, a long shirt with a
wide belt, and a coat with pockets and
baggy sleeves. He gestures with his right
hand while his left holds out a skull-
topped rod, a ring on one finger. His hat is
a low cone with another skull facing for-
ward. His skeletal sunken face seems to be
screaming in agony.
Figure #4 reminds me of a voodoo priest
wearing only a loincloth. Muscle detail on
the figure is generally good but is uneven
on the chest and stomach. A bracelet
adorns the right hand, which clutches a
staff with a crystal on top. The left hand
holds a skull. The chest is covered by
medallions and symbols of power. The
bald figure’s brow is knitted in concentra-
tion, and only a slight mold line is visible
on his head. His only weapon is an ornate
knife at his back, though there are con-
tainers around the knife. There was no
flash on this figure.
Figure #5 could be death warmed over.
The figure’s clothing is rotting and tat-
tered, stretched to the point of tearing.
The figure is crouched, and its skeletal
hand holds a staff supporting two heads,
each attached to the staff by the hair and
appearing to scream. The figure’s bony
face, with sunken eyes, stares out from
under the edge of its extended hood; its
sharp teeth are clearly visible.
I’m not so sure that these should be
necromancers rather than actual undead.
Most of these figures apparently put too
much of their hearts into their work. This
pack has real possibilities in the bigger
scale, so it is highly recommended at $5.95
per pack.

Viking Forge
1727 Theresa Lane
Powhatan VA 23139

5011 Great Orcs ****½


is positioned to hold reins. rather plump. All the figures have bases This rereleased set of lead miniatures
The horse shows no signs of decay ex- that are too small for them. I reviewed consists of four figures rigged for combat.
cept for the tattered barding by the sad- them while they were laid flat. The orcs are scaled for 25 mm and have
dle. It stands on three legs, with the front Figure #l is 27-mm tall and appears to thin circular bases with minor flash on the
right in the high position. The mane is be undead. The figure wears a long robe bottoms that needs to be removed.
combed entirely to the right, and the tail is and cowl that covers the drawn face, Figure #l is an orc on his guard, with a
fluffed up. The only signs that the horse is which has decayed spots and protruding jagged-tipped spear held vertically in his
undead are its deeply sunken eyes and eyeballs. The body is swathed in linen left hand and braced against the ground.
nostrils. strips. He points with his right hand and The figure wears patched plates over
Each figure would make a great general gestures with his left as if calling someone. chain mail, with small disks and metal
for a large force of undead, or the leader He resembles an animated mummy. plates over his joints. His feet are covered
of a group of necromancers. If you want Figure #2 is a hunched-over old man by armored, laced boots, and he wears a
to use both of the figures together, use one with a Fu Manchu moustache, an angry long cloth cape that touches the ground
as a leader and the other as a chief lieuten- face, and a receded hairline. He wears because the figure is crouched. A circular
ant. They’re well recommended at $5.95 long robes that stretch to the ground with shield and a full helmet with a nose guard
per pack. Speaking of necromancers. a bib in front. His left hand stretches out completes his suit. The hooked nose,
from a long sleeve, while his right hand pointed chin, and tusks prove that this is
51007 Necromancers ****½ clutches a staff of power covered by metal an orc.
This pack contains five different necro- bracelets and topped by a crystal ball. A Figure #2 has heavily muscled arms and
mancers, some of which can be used for belt cinches the robe and supports chest, wearing ragged pants with chain
25-mm scale although they will appear pouches, containers, talismans, and medal- mail armor and ragged shoes with straps.

114 MAY 1992


DRAGON 115
manders for orc units or as champions.
The price for the set of four is $5.

Stone Mountain Miniatures


PO. Box 594
Brownfield CO

FG 108 Kryomek Warmaster *****


The Kryomek series from Stone Moun-
tain introduces more vicious enemies to
the rolls of human-haters. Kryomeks love
humans-on whole wheat or rye bread.
They also combine human remains with
aliens to form composite shock troops.
The figure shown here is a representa-
tive of a hive Warmaster. The figure comes
in four parts and is for use with 25-mm or
larger scales; it is made of a soft lead and
is susceptible to extreme damage. It would
be approximately 150-mm tall if uncoiled.
The upper half of the body is snakelike,
with ridged and scaly skin. The bottom
half is made up of hundreds of tiny ridges
and plates that help propel the creature. A
ridged spine rises and spreads to form a
hooded carapace on the head. The snake-
like belly has a ribbed and sculptured
exoskeleton and a wide chest cavity. A belt
surrounds what could be a waist.
Each of this creature’s two arms holds a
weapon. The right arm looks almost hu-
man, but holds a sword with a snake grip
and skull markings. The left hand holds a
“bi-masic disruptor” that draws its power
from the creature itself. The creature’s
head could be compared with the head of
the monster from the movie Alien.
I highly recommend this miniature to
anyone who plays an SF role-playing game,
though it’s a little expensive at $6.99.

Alternative Armies
6 Parkway Ct.
Glaisdale Parkway, Nottingham
UNITED KINGDOM NG8 4GN
(Available in the U.S. through Armory
Distributors)

CM4 Fomorian Sea Demons ****½


This two-piece kit is for use with the
new larger-scale figures made by Grena-
dier, Games Workshop, and others. These
sea demons do not currently have game
Straps cross his chest, attached to a hide the rear. There is little flash on this figure. statistics except in the FANTASY WAR-
cloak. The miniature has an axe in the Figure #4 is dressed in a chain-mail shirt LORD* game by Folio Works. The figures
right hand; the left hand holds a serrated and ragged, patched pants covered by are made of a more brittle lead than we
short sword. The orc’s face is twisted as if straps and pieces of armor. The shirt is generally use in this country; a crack
he had just bitten into a very sour lemon. cinched by a wide belt, and another wide formed in one raised pole arm when it
Figure #3 wears chain-mail pants and belt secures a sword to his back. Both was bent slightly.
shirt. His right arm is covered by studded arms are bare except for bracelets, and Figure #l appears to be some kind of
leather; the left is bare except for a spiked the right hand clutches a badly nicked champion. His legs are large and overly
bracelet, and both hands clutch a huge, blade that rests on the ground. A studded, muscled with huge knots, with boots made
spiked mace on a metal pole. Wide belts at round, fur-lined shield is carried by his of bark or coarse beast hide. His clothing
the waist and around the shoulder sup- left hand. He wears a fur cloak. The hair is includes loose-fitting chain mail that al-
port a large circular shield that hangs on bound by a head band. Facial detail is good most forms a tail behind him. Over this
his left hip. His shoes are wrapped in rags. in spite of the fact that it is somewhat soft chain mail is an animal skin that encircles
The face on this orc looks like that of an (I dropped the figure about an inch, and the creature. The back and front are bare
old crone; he has a long, sloped nose and the nose crunched). except for areas covered by layered plate
obvious tusks. The hair is loose at the These miniatures are highly recom- armor held on by straps. The figure’s left
edges but tied into a topknot that flows to mended and can be used either as com- shoulder is covered by overlapping shields

116 MAY 1992


think twice before messing with him. Black Dragon Pewter
Figure #2 is hunched in the sand, lean- Unit 303
ing against a pole arm stuck in the ground. Bay Area Blvd.
Though it has bare feet, this monster’s legs Houston TX 77058
have thongs and straps on the ankles and (note new address)
thighs to support shin shielding. The arms
are also bare, except for some wrappings. Black Dragon is introducing a set of
A bastard sword hangs in front of him. smaller-scale figures that can be used as
This figure’s head looks much like those of playing pieces as well as part of a pewter
the popular baddies from the movie, collection, thus giving you better value.
Gremlins. The rest of the figure is covered Here is one piece in this collection.
by cloth, with plate and chain over it. The
sword, the top layer of armor, and the
pole-arm blade are all carved with ornate 1003 Wizard with Book ****½
runes and designs. The sword has tie- This figure depicts a middle-aged mage
downs, and the pole arm’s shaft is well on his quest for knowledge. The figure is
detailed. This is one of the most intricate tall and slender, measuring 34 mm tall at
figures from this company. A shield is the eyes, and is dressed in long, flowing
even included that covers the back and robes with fur-lined sleeves. A rope belt
hooks onto a small peg at the bottom of his supports a chain with a skull medallion
back plate. If you don’t want to use the and a spell-component bag on his left hip.
shield, simply cut off the peg. From a chain around his neck hangs a
These figures could be used as intelli- jewelled pendant with star and moon
gent troll leaders in an AD&D® game or as charms. In his left hand he holds a
part of a troll army in Games Workshop’s medium-sized tome complete with runes
WARHAMMER FANTASY* game. There and bookmark. His right hand holds a
was almost no flash, and no work was jewel in a setting. His long beard falls to
Human skulls hang from his belt and other required other than trimming some rough mid-chest, then drapes over his right
places. The sea demon’s face looks like a spots. These figures are good, but I’m still shoulder. The wizard stares at the jewel in
cross between a troll, an elf, and an orc. not convinced that they are worth $6.99 concentration.
Sharp fangs abound in its open mouth, but per pack of two. The detail on the figure is better than
pointed ears and swept-back hair rein- most pewter pieces of this size, but not
force the elf image. The figure has fishlike quite up to the quality of Ral Partha’s lead
eyes. At 45-mm tall, most characters will figures. My major complaint about the
figure is the engraving of the artist in the
folds at the back of the robe, which de-
ducts from the quality. The piece is recom-
mended if you use the larger scales for
your gaming. Given some of the prices for
these larger-scale lead figures, $10 for a
pewter piece is not unreasonable.

That’s it for this month. If you need to


reach me, call Friends Hobby Shop at:
(708) 336-0790 at the following times:
M, W, Th, F: 2-10 P.M. CST
Sat & Sun: 10 A.M.-5 P.M. CST
You can also write to me at this address:
Robert Bigelow
c/o Friends Hobby
1411 Washington St.
Waukegan IL 60085

* indicates a product produced by a company other


than TSR, Inc. Most product names are trademarks
owned by the companies publishing those products.
The use of the name of any product without mention
of its trademark status should not be construed as a
challenge to such status.

118 MAY 1992

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